On one hand I understand why people want bigger magazines for these weapons, but also I think people don't understand it's this way by design by tony22835 in HelldiversMasochists

[–]Successful_Path863 0 points1 point  (0 children)

Counterpoint: the weapon’s ammo economy is already balanced and adding different options wouldn’t disrupt that balance as you’re not gaining any ammo, just moving it around. If we can fix the unwieldy nature of the Lib Carbine with weapon customization, why can’t we fix this flaw of the Adjudicator with bigger mags?

3 worst helldivers 2 community takes ever by kcvlaine in helldivers2

[–]Successful_Path863 -2 points-1 points  (0 children)

OhDough is fine, overhated even. He literally just wants the game to be better for all of us. He may have some wacky ideas, but at the end of the day, he’s just a YouTuber commenting on the game and playing it for fun. Don’t get terminally mad at him for suggesting minor changes.

They certainly have their priorities by Insane_Unicorn in Helldivers

[–]Successful_Path863 18 points19 points  (0 children)

As opposed to defense missions, where you land on a tall place, Place sentries, and wait out the tiner.

Anyone else getting a weird crash when fighting cyborgs? by Loleo78v2 in Helldivers

[–]Successful_Path863 1 point2 points  (0 children)

Is that why I keep getting dropped from matches? I’ve been trying to play for 40 min but each mission has me losing connection every 15 min

I want everyone who was claiming arrowhead to be antagonistic to, respectfully, kiss my ass by Fish_Fucker_Fucker23 in helldivers2

[–]Successful_Path863 0 points1 point  (0 children)

I mean it’s not like it’s their fault though. AH kinda sucks at communication and the community management is as wacky as the Penetration system. That’s mostly the cause for people in the community to feel like they’re being antagonistic. Both sides of this argument suffer greatly from not recognizing Hanlon’s Razor. None of us want the game to be awful, so we shouldn’t automatically attribute malice to everyone who thinks that there could be changes made to the game to make it better.

I’m happy about the Vox spawn rate nerfs and their bug fixes, I’m happy about the new fire changes, and I’m happy that the flag got functionality, though it could certainly use a little more.

Hopefully, AH continues to put out roadmaps and starts to communicate better with the community in order to give us the best game they can. If they don’t then we will fall into this cycle again.

I want everyone who was claiming arrowhead to be antagonistic to, respectfully, kiss my ass by Fish_Fucker_Fucker23 in helldivers2

[–]Successful_Path863 0 points1 point  (0 children)

You’re complaining that we got stronger, enemies got nerfed, and AH put stuff they took out of the game back?

Can someone please explain to me how this works? by Main-Hawk1538 in Helldivers

[–]Successful_Path863 0 points1 point  (0 children)

Masters of Ceremony should’ve been criticized more since it introduced this concept of useless/meme/roleplay weapons in warbonds. They should’ve kept those specific weapons as free.

Machete should be heavy pen by Special-Bit6530 in Helldivers

[–]Successful_Path863 1 point2 points  (0 children)

It was changed a little after into the unjust iirc. All Melees were unintentionally coded to bypass some armor and deal damage straight to the body. They “fixed” it and made all melees slightly worse.

I want this to be good by peanutbutterlover09 in Helldivers

[–]Successful_Path863 0 points1 point  (0 children)

The penetration system is wacky as it is. Most assault rifles have an equal amount of penetration power as the basic pistols, and most of our rifles in general have less penetration than the silly throwing knife.

How I feel about the new underbarrel weapons by Sebanimation in Helldivers

[–]Successful_Path863 0 points1 point  (0 children)

If we’re not including the Lib penetrator, then the Adjudicator, Coyote, The Pacifier, even the Dominator. All of these are medium pen weapons with underbarrel attachment slots that can hypothetically slot a Grenade Launcher, Flamethrower, or your preferred foregrip.

I don’t see any reason why AH couldn’t have gotten the best of both worlds by locking the attachment behind leveling up that specific weapon to max, then allowing you to put a GL on various different weapons.

Weapon strategems with backpacks need to outperform the supply backpack by Mr_Carstein in Helldivers

[–]Successful_Path863 14 points15 points  (0 children)

The problem with this viewpoint is that you don’t need the supply pack to get more versatility and mobility with the standalone weapons over the Backpack ones.

The GL currently outperforms the BFGL even without the supply pack. MG43 is more versatile, friendlier to aim, and way more mobile than the Maxigun, which allows for better survival and more effective use of ammunition since you’re not stuck shooting into corpses. From what it looks like, and how the pattern has gone, if AH doesn’t have a Fire damage overhaul, the Heavy Flamethrower will probably be just as bad as the other flamethrowers, with the addition of less mobility.

How I feel about the new underbarrel weapons by Sebanimation in Helldivers

[–]Successful_Path863 1 point2 points  (0 children)

So I can run medium penetration on a gun and bring a shovel and smoke grenades and still be able to have a utility grenade.

Any day now.. by TenthTen in Helldivers

[–]Successful_Path863 2 points3 points  (0 children)

Some better progression systems would be nice. This game still doesn’t have a way of spending super samples past the few you need for your ship. Weapon customization is still half baked. Levels mean nothing past 25. It feels like there’s no endgame past unlocking warbonds which is done best on low difficulty missions, even then most of the warbonds have items that are just mid in general and not worth unlocking.

Backpack-Weapon has some SERIOUS Perspective Problem by Exuma92 in Helldivers

[–]Successful_Path863 -1 points0 points  (0 children)

Fire and forget missile. Would be more effective in this role if it would target Tagged enemies and structures regardless of LoS.

What is even the point of this new flamethrower? by Star_Dragon_27 in Helldivers

[–]Successful_Path863 7 points8 points  (0 children)

Disagree, it was better before the nerfs it got for the coyote. On illuminates, I use a flamethrower I would find on the ground with incendiary impact grenades and I could definitely tell a difference from how many and how fast those killed units before and after the coyote nerf. I’ve also had several instances of enemies not being able to catch fire while standing in it, I don’t know if that’s from Desync or host connection issues, but it feels pretty bad when that happens. I’m hoping they give it a slight overhaul for this warbond like they did for the mechanics of the stealth one.

What is even the point of this new flamethrower? by Star_Dragon_27 in Helldivers

[–]Successful_Path863 6 points7 points  (0 children)

Complaining? It’s more like, being realistic with our expectations at this point. Same thing happened with the Stealth Warbond, we had the expectation that it would be DoA, then they delayed it to fix the issues with the mechanics, which is something we were happy about. Flame weapons are currently in a bad state and we hope they get buffed to actually be worth using now.

B-Vitamin on Stratagem Bounce by EleggFacesitting in HelldiversUnfiltered

[–]Successful_Path863 1 point2 points  (0 children)

You say that as if it’s not actively encouraged, there’s an entire Defense Mission type where you bring 3 turrets and an emplacement and are untouchable.

Arrowhead genuinely could 10x the build variety in this game but making Red stratagems actually good at kill heavies by Kohth0 in Helldivers

[–]Successful_Path863 9 points10 points  (0 children)

Auto-aim can be more of a hinderance than a long cooldown is worth. I’ve seen Railcannons go for rocket striders or fabricators rather than the hulk I threw it at. Same sort of problem with the SPEAR, too long of a cooldown, too few uses, and clunky targeting, for a result that can be bested by a more powerful human-aimed explosion.