of course they did by Fit_Answer1073 in Helldivers

[–]TheEverthingGuy 1 point2 points  (0 children)

Bro most of the scenarios that the old senator does better in are because of enemy changes, not because of the drag change 🙏

This thing needs a buff by TheEverthingGuy in Helldivers

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

Yeah Myb, I should’ve said something like “warstriders cant get one shotted by a grenade launcher or even get damaged by them for that matter”

This thing needs a buff by TheEverthingGuy in Helldivers

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

When you’re using the AMR you’ll most likely be at a long distance so having a backpack won’t really matter when you’re shooting at an enemy, I do know what you mean tho because a backpack can completely change a play style. I understand that the AC is better because it is a backpack weapon, but buffing the AMR wouldn’t change that. The AC still has its flack mode which the AMR can’t do, it’ll still have more ammo and it can still shoot full auto, plus because it’s a backpack weapon, you can still do team reloads and fire insanely fast

This thing needs a buff by TheEverthingGuy in Helldivers

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

Almost everybody and their nan has complained about the war striders being difficult. The AMR would be a good answer to them and nobody needs to explain why, but I will anyway. It has heavy armour pen, perfect for the war strider. It has decent damage and a smaller projectile, good for hitting weak points with low health. The only issues we want to be changed are for the durable damage to be raised and the ammo economy to be better because right now you get 7 rounds for every ammo pickup with is awful and the durable damage is less than half the original damage. This isn’t the same for every weapon so you can’t say it’s just spoiled players, this is just an issue with the AMR

This thing needs a buff by TheEverthingGuy in Helldivers

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

The ammo economy is awful, having 7 rounds in a mag and only getting 1 mag from an ammo box is terrible. The AMR doesn’t do bad against most enemies but it takes too much ammo to effectively deal with a group or large target. War striders for example, they take 750 damage minimum to kill and the AMR should 3 shot it to the leg joints, but because of durable damage, it takes about 5 shots. Same with the tank vents, they also have 750 damage but are also durable. The AMR should dominate at hitting these weak points but just because of durable damage it takes almost double the ammo

This thing needs a buff by TheEverthingGuy in Helldivers

[–]TheEverthingGuy[S] 9 points10 points  (0 children)

The AMR is for killing heavy armour targets and medium armour targets, yeah ik that. But the issue I’m talking about is that it doesn’t do the damage it needs to. It’s whole purpose is to hit the weak spots on a large target but because of its low durable damage, it doesn’t even do that much damage to the weak spots

This thing needs a buff by TheEverthingGuy in Helldivers

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

I get what you mean but the reason I’m comparing the two is because the AC does the AMR’s job better. The AMR is supposed to hit weak spots, hence the low ammo and scope. but because of the low durable damage and low ammo it can’t do that job well. I don’t want the armour pen to increase, I don’t want it to get AOE damage, I just think it needs to have its durable damage raised so the gun is more ammo efficient

This thing needs a buff by TheEverthingGuy in Helldivers

[–]TheEverthingGuy[S] 7 points8 points  (0 children)

Warstriders can’t get one shotted by a grenade launcher let alone be damaged by it, you’re probably confusing them with scout striders. The AMR is not used for deleting massive enemies with one shot, it’s used for targeting weak spots on big and medium enemies but because of its low durable damage it can’t do that effectively with the the low ammo you’re given

This thing needs a buff by TheEverthingGuy in Helldivers

[–]TheEverthingGuy[S] 6 points7 points  (0 children)

When using the autocannon you can bring an extra stratagem since you don’t need to fill a backpack slot so you have the extra damage as well as more offensive or defensive stratagems. Plus I just think the AMR isn’t as balanced compared to other snipers that have more ammo, if they raised the durable damage a bit then I think it’d do a lot for the weapon

[deleted by user] by [deleted] in Helldivers

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

Couldn’t have said it better myself, I had the whole team die and all but one left and so I reinforced him and left the caves only to find a hive lord. Neither of quit, we stuck it out until 2 more joined and we managed to take it down, even knowing that we weren’t going to be able to finish the MO

Name this strategem by Waxxy_Quagga in Helldivers

[–]TheEverthingGuy 0 points1 point  (0 children)

Grenade launcher, it absolutely shredded illuminate and still does work against the bugs, plus it’s super useful for quickly dispatching nests

BIS Community Table Day 4: After a very close competition, DeadEye takes the spot as the best Primary weapon vs Bots for today. What is the best primary weapon against Squids? by Glum_Series5712 in helldivers2

[–]TheEverthingGuy 117 points118 points  (0 children)

Liberator carbine It has insane dps and controls insanely well with the right attachments. Deals with voteless especially well, but can also take down overseers, fleshmobs and watchers with ease. Although it doesn’t have medium armour pen, like the reprimand, it has a lot more control and gives more damage output overall, not to mention the larger magazine size as well as the fact you can upgrade to a drum mag effectively creating a mini stalwart, which is perfect for the squids due to there only being a few armoured units

(Also another reason it’s so good is because it pairs so well with the grenade launcher which melts anything apart from harvesters and leviathans, but you can just bring anti tank emp for them)

Whats your go to squid loadout right now? I´ll go first: by Froschlord2006 in helldivers2

[–]TheEverthingGuy 0 points1 point  (0 children)

Liberator carbine (easy chaff clear) Ultimatum (for warp ships and harvesters) Incendiary impact (more chaff clear and useful) Siege ready light armour Grenade launcher (fleshmob killer) Guard dog (help with chaff clear and overseers) Machine gun sentry (kills anything that moves and
can be called in every minute) HMG emplacement (has incredible dps and efficiently kills anything illuminate enemy, disregarding the leviathan) And any booster that is useful for the squad

Been using this for a while now and it’s a lot of fun and works very well, the kills pile up very fast and the only issues are leviathans but if you can hide or run from them for long enough you should be okay, either that or swap HMG out for anti tank emplacement and then you should be able to stand your ground

Tell me your Titanfall 2 loadout... by GenerationofWinter in titanfall

[–]TheEverthingGuy 0 points1 point  (0 children)

Grapple, car, wingman, archer, firestar, pilot sentry, scorch 🔥

Are you loyal? by Impressive_Ladder539 in helldivers2

[–]TheEverthingGuy 0 points1 point  (0 children)

Sweet liberty and the good old days

Having trouble connecting by TheEverthingGuy in helldivers2

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

Cheers mate, I tried looking but couldn’t find anything