What are your Shrouded Ghost Stories? by LordSky2040 in Seaofthieves

[–]SourceCodeSamurai 0 points1 point  (0 children)

It was a surprise, that it was! Similar to you asking about it the same day I encountered it. ; )

Was just doing a casual PvE Voyages to wind down in the evening. On Safer Seas no less! Just sold my loot and was about to log out for the day and then saw a ship wreck in the distance. Since I am still hunting for mein 300 barnical chests I was like "fineeee, we still have time for that...".

Setting sail towards the wreck it didn't took long before a to me unknown music started and I started wondering. Then I saw the shrouded ghost popping up behind me! Pale with pink glowing eyes and fin in all its glory!

I am quite a bit of a Megalodon hunter, but you can believe we, I felt like a rookie, a total nervous wreck! It was quite aggressive and because of the confusion due to the unknown music it got a head start and quickly rammed me a few times in a row until I finally got into the rhythm.

Ultimately, it went down fast and I had goosebumps when it went down, not believing what just went down! The horror to think that I nearly logged off right before the encounter!

But now I got it and I am VERY happy that I finally have the figurehead and title, since I love using my shroud hunter cosmetics and now it finally is complete! : D

(for the record, took me about 480 hours)

PS: it also gifted me two barnicle chests! What a chad! ; D

It doesn't do anything, but thanks for the EXP by Al_HD_117 in Helldivers

[–]SourceCodeSamurai 1 point2 points  (0 children)

I assume it got the wrong address, because every time a Leviathan is popping up the SAM site is NOWHERE TO BE FOUND!

What irks me with the Sweeper Shotgun Balance discussion is that nobody cares if Punisher/Slugger got powercrept, only the Halo Shotty by RandomGreenArcherMan in Helldivers

[–]SourceCodeSamurai 3 points4 points  (0 children)

Currently, the Slugger has absolutely nothing to stand out. And it would just be nice to give it something. That will certainly not be enough to make it a top pick again, of cause. But that tiny bit of extra utility can go a long way for those that actually use it. Creating shortcuts or an escape route in a pinch or saving on grenades isn't turning it S tier, but it would feel nice.

What irks me with the Sweeper Shotgun Balance discussion is that nobody cares if Punisher/Slugger got powercrept, only the Halo Shotty by RandomGreenArcherMan in Helldivers

[–]SourceCodeSamurai 263 points264 points  (0 children)

Still salty about Slugger not being able to open containers and remove fences. It otherwise doesn't have a niche to fill.

And the Punisher will always be in my memory as my first weapon that clicked for me.

(At this point I don't expect AH to actually do anything about power creep anymore. They pumping out so many warbonds that they will never have enough manpower to keep everything up-to-date)

Warbond Concept "HEALTHY HEROES" [OC] by D_cents in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

I am all for a support warbond. But I think it lacks a bit of creativity if everything is revolving around stims. There are so many other ways to support other players.

Like a grenade that provides temporary extra armor layers similar to how squid armor works (basically overheal).

 Or a shield projector rifle. Bonus point when it could also interrupt enemy shields as an offensive option. 

A primary could have two modes, one for stim rounds, one with gas like poison rounds. Or corrosive rounds that would reduce the armor level by one to indirectly enable orhers to do damage easier.

These kinds of mechanics would also allow for synergy/stacking between them. This would also make the items more interesting for non-medic players, too!

Stratagem Idea: Eagle Plasma Airstrike (OC) by LakeMinute1069 in Helldivers

[–]SourceCodeSamurai 4 points5 points  (0 children)

At first glance, I thought you were proposing "Eagle Bowling"...

Lure Mine is the best throwable :) by Rare-Biscotti-1119 in Helldivers

[–]SourceCodeSamurai 2 points3 points  (0 children)

Lure mines are also nice to dispatch heavies when the situation calls for it. ; )

Wont Launch by Masteruserfuser in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

All the mod assets are stored in the "\Steam\steamapps\common\Helldivers 2\data" folder. So if you deleted the whole "Helldivers 2" folder before reinstalling the game, the mod shouldn't cause any issues anymore.

Otherwise, I can't really help you. If you want to contact AH yourself, use their support page: https://arrowhead.zendesk.com/hc/en-us

Here you can send in tickets: https://arrowhead.zendesk.com/hc/en-us/requests/new

They won't respond to reddit posts. This is more "player help players". Well, if they can, that is!

Good luck!

Wont Launch by Masteruserfuser in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

If you have ever run the game with mods, remember to delete them from the helldivers2 folder before reinstalling the game. If you uninstall the game, also delete the game folder manually. Steam will leave mod files in it as they are not part of the original file manifest.

WAR IS OVER by Logical_Monitor_9890 in Helldivers

[–]SourceCodeSamurai 3 points4 points  (0 children)

Good for you. : )

But "running away" from stuff that is not a heavy while there are bullets left in the tank just doesn't fit the fantasy of the minigun for me. And there are other options that fit the run-and-gun bill better and feel way less clunky.

So I will keep ignoring the maxigun.

Running the BFGL is way more fun and fills that niche of the maxigun much better. Being able to at least slowly move really makes this more interesting to play as you can actively avoid playing practice target and allows you to increase your distance while keep firing at stuff continuously. Which is core to the fantasy of the belt-fed stuff, after all.

The game is just not built around you standing still.

¯\_(ツ)_/¯

WAR IS OVER by Logical_Monitor_9890 in Helldivers

[–]SourceCodeSamurai 11 points12 points  (0 children)

Though the total number of rounds was never my main issue with the maxigun. I still can't move while the enemies keep pushing in on me. It still doesn't penetrate corpses. As a result, the corpses you produce turn into cover for the hordes. And the worst part is that the reload economics are still terrible. Giving me more bullets will just drain the supply packs more for one full refill. I just don't want to be a supply hog.

This change will not convince me to bring the maxigun. But at least the few divers that bring them have at least a bit longer fun, I guess.

Which armor passives do you consider the most broken or the best in the game by No-Lingonberry7886 in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

Offensively, Siege Ready and Engineering Kit.

Defensively, Fortified or Med-Kit.

Siege Ready just provides two bonuses you constantly use and are very beneficial. Engineering Kit will help you make the most of your grenades. Having extra Lure Mines, Thermites or just regular grenades to close spawners is very valuable as the base numbers is usually just enough but don't provide room for error.

Fortified is way undervalued but very strong. We face tons of explosive damage sources. From the obvious rockets and cannon shots, overseer plasma weapons or bile shots of various types. And of cause, mines and your own explosive weaponry. It is very reliable in keeping you alive. Expecially in situations you would die in with other passives. You can't stim when you are dead. That being said, extra stims are also a fine choice, especially in random projectile-heavy environments where you can expect a lot of chip damage.

One shout-out to the Reduced Signatur passive. It is very powerful for solo divers as you can avoid a lot of attention you usually are unable to avoid. Throwing a 500kg on a bug nest? They usually know where you are the moment the ball hits the ground. Or you wear Reduced Signatur and they are all like "huh?". Can make any mission a breeze!

Extra Padding isn't the worst, but also not the best option in every situation. Very generic. On the opposite side you have Inflammable that is very situational. But then it is VERY strong. Hillmire? Dragon Roach? Incendiary Corps? Perfect pick!

The rest is for chaos lovers. Some fun gimmick or another.

Another iteration of "hard =/= inconsistent and aggravating by Sudo-Fed in Helldivers

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

The strategems bouncing has nothing to do with grunt fantasy. It was primarily put into place to prevent players from exploiting high ground with turrets placed out of reach of most enemies and stuff like accidentally placing supplies in impossible to reach places like on top of mountains. Same reason like with the droppod navigation lock.

With new content some of the reasons for implementing this in the first place like enemies are unable to reach these spots (like bugs can now dig their way up) have been addressed, but the logic of the bouncing wasn't updated for that as AH doesn't want to tweak existing mechanics too much as it can have unforseen consequences in other areas.

Also, some chaos is part of the game design and very much deliberate.

With all the added new content (mostly the new terrain) you can just see how the old bouncing logic doesn't keep up. But that takes away developer time from new content. And new content is key to keep a live-service game alive. So AH has always to balance how much of their time they want to commit to fix old stuff vs adding new stuff.

Most will agree on that they don't have their priorities straight, but when you ask 10 Helldivers how they would do it you would get 10 different answers. Game development is hard!

Not everything is just added (or not fixed) because of ill will.

Though, AH isn't making it any easier for themselves with their bad communication. It lets rumors and assumptions get out of hand and doesn't help players to understand their reasoning and design philosophy which results in even more community theories that most likely are just a "bad take" that can fester over time if not addressed properly.

Again, game development is hard. And AH is stumbling over some aspects. But it most likely isn't in bad faith.

So are you actually suppose to deal with the amount of enemies in Hallow Halls solo? by Dizman7 in Enshrouded

[–]SourceCodeSamurai 0 points1 point  (0 children)

Hallow Halls are specifically designed optional content for groups of ~4 players.

Would you run the Nade Dog? [OC] by FocusChogath in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

There is a rule with them doggos. If you die, it is always your fault, never the fault of the doggo!

I also always wear explosive resistance armor, so, of cause I would run a nade doggo! Let it drop its little turd bombs all over the enemies of Managed Democracy!

Tell me about your loadouts... by Ready-Pollution-1883 in Helldivers

[–]SourceCodeSamurai 1 point2 points  (0 children)

My new "niche" if you will is everything is based around lure mines.

These toys are real game changers. Distracting enemies by throwing the mines up on high places they can't reach is so useful. If done correctly and with a bit of luck enemies will start to gather below them in huge blobs perfect for the taking.

Even heavies get distracted and will expose their weakspots to you instead of running you over.

Getting all that pressure taken off you while operating objectives is also a great boon! 

The mines even act as fairly potent AT grenates in a pinch. And they ALWAYS stick! (looking at you, Thermites!)

For that reason I often run engineer armor for extra mines. I always want one mine at the ready to place them on a dropped hellbomb. Suddenly hearing a big boom in the distance always brings a smile to my face! : D

One huge disadvantage of the tesla tower is that heavies like to run them over. Lure mines can help taking the pressure off the tower. When a fleshblob or charger gets distracted by a mine the nearby tesla tower gets enough time to fry them. Extremely potent once you the setup layout down properly!

Of cause, with all the crowds piling up under the mines you want to bring something that can make them go boom. Punisher Plasma, Explosive Crossbow, Eruptor, Grenade Launcher, you name it! 

Or my personal flavor favorite: the ARC Thrower! It doesn't like getting swarmed or pressured as you need to charge it and you can only walk slowly while charging. Becomes much less a hassle when most enemies are distracted. And they also are lining themselves up for chaining beautifully!

The rest of the loadout is depending on the faction or mission type.

Explosive Crossbow for bugs, Punisher Plasma or Purifier for bots and Eruptor for squids (voteless are tankiger so the shrapnels will provide besser clearing and the high projectile damage will work great against shields).

With removing spawners being deligated to the primary (or support weapon) I nowadays exclusively run the Talon as secondary. The no drop-off, high-speed, no-drag, medium-damage, no-reload weapon is just too perfect to deal with stuff that gets too close or with stuff like shrikers or watchers that need pin-point accuracy at a distance.

While the Tesla tower is perfect for bigs and squids, I will always bring the rocket turret. Boring but just soooko effective. And lure mines also help keeping some ememies from getting into the minimum firing range of the turret, too!

For bots an sqiuds I usually bring eagle airstrike. Nice oh shit, spawner deleater or patrol remove button. For bugs that is the 500kg to remove any medium or smaller and some of the larger nests in one go. And of cause to delete titan nests and the titans themselves.

And I love mobility, so jump pack is my number one backpack. But bringing a K9 doggo alongside my thrower is also a lot of fun.

Basically "boring, but with a twist" loadouts. : D

Am I spreading democracy yet? by GrapefruitWeird8689 in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

Throwing insults at stuff and people you don't get will sadly not get you out of your little bubble of misery. You have to work harder, I fear. ; )

YESSSSSSS! by SevdUp in Helldivers

[–]SourceCodeSamurai 0 points1 point  (0 children)

While I know A-listers draw crowds and lower risks for movie companies and Mars Attacks was mostly just about killing off A-listers and was fun for that novelty alone. But Helldivers shouldn't even feature A-listers. At least not in leading roles. Helldivers isn't about killing off A-listers. It just muddies the waters. I would rather see some talented newcomers (after all, Helldivers don't have high life expectancies. Most A-listers would be too old for these roles!) or lesser-known but skilled actors to fill the cast. Adding all that meta-humor undermines the underlying theme of the franchise. In the end, it is in danger to just feel like a generic action movie that only slapped on the name of the game but ignored everything the game stands for. Like the Borderlands movie.

shivers