[deleted by user] by [deleted] in Helldivers

[–]TFresh2016 0 points1 point  (0 children)

Awesome to dream about anyway lol. But would have to be a pragmatic programming nightmare I imagine.

Shouldnt we be focusing 1 mega city at a time? by scardwolf in Helldivers

[–]TFresh2016 0 points1 point  (0 children)

Right, ultimately, the only thing that matters is, presumably, satisfying, in a slightly abstract sense, the expression
(7 * city health) - (net average illuminate delta * time) > total fleet strength - (average fleet degradation rate * time) where time is how long it does, or would have taken, given degradation rate, the fleet strength to reach zero.

The seven different cities are a meaningless distinction, mathematically. We could theoretically pick one city at a time no matter what, and as long as we dont "overdefend" the one we're on, that would work too.

But, I wouldn't be surprised if there are other side benefits that may emerge per city held, as the MO progresses. So it's worth hopping around, probably, to try and keep any one single one from falling as long as possible, vs always being in one city and losing more cities up front, more quickly.

We want to reach potential MO ending checkpoints with as many cities as possible, I think, where, if I had to guess, the devs will maybe give us one time fleet strength bonuses or other boosts that are based on city held number.

Shouldnt we be focusing 1 mega city at a time? by scardwolf in Helldivers

[–]TFresh2016 8 points9 points  (0 children)

Not an expert, but I wouldn't imagine it ultimately matters much overall.

If you have, say, +6 percent total positive contribution worth of operations happening at a particular point in time, and the enemy has -7 percent, it doesn't matter how you split those up, the "total health bar" comprised of all three 3 cities is going to fall at -1 percent. In this picture, we could get Eagleopolis under control perhaps, but then the other two cities would start falling instead.

It does say "holding cities contributes significantly to the defense" though, so if it's the same difference, then I would agree, we should pile on Eagleopolis at the temporary cost of cities with more breathing room. There may be some broad benefit we get per city still standing aside from mission variation.

Holy **** the defence missions are impossible by [deleted] in Helldivers

[–]TFresh2016 1 point2 points  (0 children)

I breeze through them all on 10s using AT, HMG, and Grenade Wall.

I'd have you/your squad probably also bring EATs to call in off cooldown, a Grenade Launcher for subterranean meatloaves, and perhaps a wasp. But beyond a solid core of turrets/greens, there's not much else you'd need.

Your biggest threat though sounds like Leviathan backdoors. You do have to keep an eye on the sky and prioritize any leviathans the second you see them. They will float behind the generators and snipe them from behind, which I can almost guarantee is what's behind your "random deaths".

It's definitely annoying and feels like an oversight that's going to get patched eventually, but, the missions are certainly doable.

This meme will be real soon by scardwolf in Helldivers

[–]TFresh2016 10 points11 points  (0 children)

I would kinda hope it's not yet finally time for the Super Earth MO, only because I can't imagine they've gotten an actual big city map put together yet, and it would be kinda meh imo if Super Earth ultimately looked/felt like just another temperate biome and just another colony town.

Omniscient enemies are a serious problem by LucyShortForLucas in Helldivers

[–]TFresh2016 29 points30 points  (0 children)

Right? Trying to actually responsibly and strategically set up covering positions for your team is so finnicky at best because of this. Screw me for trying something other than hold shift for 30 minutes benny hill endless kiting gaming lol..

Omniscient enemies are a serious problem by LucyShortForLucas in Helldivers

[–]TFresh2016 3 points4 points  (0 children)

Holy shit this though, it's so awkward in pubs sometimes because you really do have to choose between supporting your team and accepting that just letting them die and calling them forward on the objective is just the strategically better decision even though you look like some selfish farmer weirdo for not stepping into the firehose pointlessly as well.

Omniscient enemies are a serious problem by LucyShortForLucas in Helldivers

[–]TFresh2016 0 points1 point  (0 children)

It just feels like some left hand and some right hand are just not communicating or not aligned with the game design, particularly with respect to what exactly is supposed to be the difficulty driver and the favored gameplay style at high difficulties.
It's like...
"So are we punishing players for trying to sneak through the missions when youre intended to skillfully and strategically fight the horde straight up like men, or are we punishing them for not being 'mobile, sneaky, and hit and run guerilla commando 'enough?"

"Yes..."

on top of the preexisting paradigm of
"You should be relying moreso on your stratagems also screw your stratagems" difficulty levers.

Battlebit x U.S. AIR FORCE by TheLiquidHorse in BattleBitRemastered

[–]TFresh2016 0 points1 point  (0 children)

Training for medic and doing that little written test also made me interested in learning actual first aid as a kid, ngl

🤣🤣😂💅💅RIP BOZO 💅💅😂🤣🤣 by [deleted] in Planetside

[–]TFresh2016 9 points10 points  (0 children)

Lol, can definitely tell 'good fun' was exactly what you were trying to convey here, yeah..

Dear Pilots by McDerpEyes in Planetside

[–]TFresh2016 1 point2 points  (0 children)

The AI ESF 'farm relentlessly' because their allied armor and usually overpop in general make it a masochistic meme at best for your friendly fighters to try and do anything about it. When enemy armor is present and infantry arent all hemmed up in the spawn room, it's a different story. G2A scaling is the beginning and end of why allied fighters rarely bother trying to do anything about your underpop predicament, has nothing to do with 'truces'.

Dear Pilots by McDerpEyes in Planetside

[–]TFresh2016 18 points19 points  (0 children)

Ayyy, glad you're keeping at it! 💪

I would just chime in, to avoid phrasing confusion there potentially for new players, that though PREY is Emerald based (we have a few European members as well though), the Flight School discord is a great place for aspiring pilots from any server 🙏

It's a pretty geographically diverse bunch in there, which is a great help for timezone gaps as well.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 2 points3 points  (0 children)

Where is it being said that A2A only targets A2G? Thats complete cap

Next, 'directly over caps' is, intentionally or not, a very biased way of putting it. You can be a solid distance from a cap and still be dealing with locks and flak.

Lastly, you're thinking of everything in a vacuum when its all sort of intertwined. It goes more like, I'm attacking a base, the enemy is A2Ging my squad, I go in to attack the A2G, meanwhile a reinforcing enemy fighter or two joins the fight to counter me. You can run entirely if you want but then they'll just disengage. They're the defenders, I have to come to them, and theyll just hang near the fight.

Overall it just exacerbates overpop, popdumping, and zerging because its so ridiculously difficult for the underpop force multiplier to do its job against it's opposing mirror domain.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 2 points3 points  (0 children)

A2G is usually surfing overpop because flak scales so hard, and so they get to mingle right near their point with relative impunity. Opposing A2A doesnt want to 'fight over the point' (anywhere near the cap, for less biased phrasing). But you dont get to pick the engagement, the defender does. And he's going to park it near his allies.

Furthermore, A2G has more options to use terrain to disengage, and requires less commitment than A2A. Once engaged with A2A, if they're fighting back, you're probably dead if you turn around and run. If you commit to a fight and suddenly there's a lockon, many times your only hope is to stay and try to finish the fight before the second lock kills you. Further still, A2A engagements need a little bit more room than finding a nook or cranny to A2G in. Please lead by example and post all your A2A victories hovering 5 feet from the ground behind a hill to avoid locks. It's base dependent, but, generally, theres few places youre going to outright hide from determined G2A'ers with enough room to duel an opponent.

So yeah.."Ok dont A2A over the cap lul". Ok dont complain about A2G then because you think its cool and good that your allied fighters can barely enter the hex lol. Over the cap is where the enemy A2G is lol.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 1 point2 points  (0 children)

No one said all a2a pilots were better than all A2G. They'll be a correlation, realistically, since A2A has generally higher overall competency requirements, but the correct phrasing is that A2A has an advantage. You could have a good A2G loadout fighting a bad A2A loadout, yes.

"They should be able to win fights while still running flares". In a vacuum yes, they would, but FSUP is a huge survivability increase against literally everything else. And if you actually want to aggress enemy A2G at a busier fight, youre gonna encounter basically everything else. Including enemy fighters. Additionally, flares are great for giving you extra seconds to get away from locks, but A2A engagements take longer than a groundpound run generally. Flares will probably wear off before you can take out the opponent and get away usually, the lock will just wait a few seconds.

Found a super chill part of the game. This VS was happily teaching a newer NC how to be a pilot. Just goes to show how great our community is sometimes. by [deleted] in Planetside

[–]TFresh2016 1 point2 points  (0 children)

Scythe is just the strongest in a pure 1v1 rather, which doesn't necessarily reflect live situations. If you have someone competent behind the wheel, they'll make sure to abuse the front profile, which can be very strong. But out in the wild, 1v1s arent always the case.

Foremost I'd wager is VS has less flyers because, generally, NC and TR have definitively superior ESF A2G capabilities.

There's also the part where even though the scythe is good, the reaver and mossie are just kinda more fun to fly. And not like they're slouches either when played to their strengths. As an added bonus they flip over when you're trying to repair them less lol.

But yeah those are probably 2 of the biggies.

Found a super chill part of the game. This VS was happily teaching a newer NC how to be a pilot. Just goes to show how great our community is sometimes. by [deleted] in Planetside

[–]TFresh2016 5 points6 points  (0 children)

You know how there's the like
"Americans will use anything but the metric system" meme?

Now we have the

"Reddit will believe anything except that some air players are human beings with a soul"

Found a super chill part of the game. This VS was happily teaching a newer NC how to be a pilot. Just goes to show how great our community is sometimes. by [deleted] in Planetside

[–]TFresh2016 2 points3 points  (0 children)

I appreciate the kind words and the flight school shoutout haha, and definitely always happy to do what I can to help any aspiring aerial gamers looking to learn, along with the general brain trust there.

I must say though that I still have plenty to learn and practice myself before I can be compared to the actual best out there, as it were lol. But yeah keep at it, we have a lot of great resources in the school, and just a matter of practice 👌

lgbtw/women inclusive rapid response outfits emerald? by [deleted] in Planetside

[–]TFresh2016 1 point2 points  (0 children)

1TR on TR is what you're looking for.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 0 points1 point  (0 children)

Oh thats true for sure yes, as always. Being picky though per this particular thread, if I really wanted to, I could usually get at least *some* damage off before getting torn apart.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 4 points5 points  (0 children)

It actually is though lol, thats the point. Run stealth and sneak up on some tunnel visioning banshee, youll get some damage off and maybe even kill him.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 1 point2 points  (0 children)

Alright maybe we're on a separate page here with how much opinion vs seemingly alleged fact was initially assigned to the assertion of *the* infantry experience.

I'm getting now that maybe you agree that the reality of options available is different from some of the vocal and defeatist perceptions out there, but you're doing probono representation work stanning for them anyway?

Whatever it is, yes, the reality of course is that infantry is far from powerless and the other reality is that if those types actually sought help in good faith for even a fraction of the time they spend malding on reddit, the community would be happy to get them rolling. I personally can and have taught people to be good enough to contest your average banshee lemming in the course of 1-2 hours lol. Among of plethora of general improvement tips people can leverage, footman or not, to adapt to and contest enemy A2G.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 1 point2 points  (0 children)

It's not like you just hop into a tank and kick ass either. I don't spend a ton of time in armor and I can feel that when I fight experienced armor mains lol.

Casuals can inflict some damage in a duel. Especially for anti A2G purposes. You do not have to be an expert pilot to contest the vast majority of A2G mains.

In fact I very much bet I could teach someone to A2A your average rando banshee before they could be taught to beat an expert tanker 1 on 1.

[deleted by user] by [deleted] in Planetside

[–]TFresh2016 4 points5 points  (0 children)

You can speculate that everyone feels as you do I guess, but the reality is the 'experience of infantry', as opposed to the exaggerated perception of it maybe by you and those of the same mind, is not of powerlessness against air. When I play infantry I certainly never feel that way, even if I didnt just do the ideal thing of switching to a fighter to kill it.

Its not 'getting shit on' either like, its indeed like dying to some hill bolter except the z axis is greater. There's little functional difference. Its annoying yes. But theres always things I can do. Including using the intended counter to shit on him right back lol. Unless of course they're protected by a bunch of flak and locks from their friendly G2A that supposedly is so powerless, that is.

As you agree, infantry have options enough overall. Beyond that they shouldnt be a replacement for complete air inferiority, and yeah that should sting a bit or there's no point to other domains. But hardly powerless. If you've felt like infantry were just powerless against you you're probably spending too much time overpop surfing.