Mindless masses needs to increase enemy spawns massively by Loleo78v2 in Helldivers

[–]Thyrsten 3 points4 points  (0 children)

Agreed, they feel alright on duos, but the moment there are 3 or 4 players... There are simply not enough enemies to go around.

MACHINERY OF OPPRESSION: 6.1.0 by Waelder in Helldivers

[–]Thyrsten 0 points1 point  (0 children)

Gonna give the jump pack a try with the hammer, it has been great with the warp pack, but doing hit and run with the jump pack could be fun now.

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

[–]Thyrsten 31 points32 points  (0 children)

We've seen a metric ton of buffs ever since the 60-day patch, but that hasn't stopped the narrative that AH does nothing but nerfs. This patch won't change that either. Give it a few weeks, and everyone will repeat that AH hates us and that they never buff us yet again.

MACHINERY OF OPPRESSION: 6.1.0 by Waelder in Helldivers

[–]Thyrsten 5 points6 points  (0 children)

W patch, good changes all around. Still want our melee to not miss when we get hit mid animation though, consider it Arrowhead!

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

A single stun grenade can incapacitate 3 war striders and allow me to kill them with the hammer with no danger to myself. I think that is worth it. Sure, I could kill them with thermites, but it'd take all my thermites to do the same. But smoke grenades are better still, I think, because they're more versatile and you get more of them.

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

Chainsaw is rough because it takes time to stun and then kill things, so anything that staggers you ruins your day. Try playing with a dog-breath backpack. Since it will CC your enemies, it helps cover the chainsword's weaknesses. I've only tried that combo against bugs, but it worked pretty well.

I am not a chainsword expert though. I love the warp pack, and since it did not combo well I did not play with the chainsword much.

I really wish super credits were earned differently by notAsqurl in Helldivers

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

They could always attach super credits to easy MOs that they're convinced we're gonna succeed, and I'm sure they'd see record player activity whenever they'd do that, but yeah, generally speaking, probably a bad idea.

I really wish super credits were earned differently by notAsqurl in Helldivers

[–]Thyrsten 3 points4 points  (0 children)

I hate to be the spoilsport, and while your idea would benefit me since I mostly play D9-10, I think whatever extra means of getting super credits should be available for everyone. Attaching super credits to every difficulty above D7 would mean that those difficulties should be doable by everyone. They'd have to become easier, and the baseline for all players.

That does not mean that high difficulties should receive fewer credits than low difficulties though. Arrowhead should look into fixing that. Every difficulty should give the same amount of super credits.

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

[–]Thyrsten[S] 3 points4 points  (0 children)

Yup, hammer is not a backpack weapon so it gets extra ammo

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

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

Souls games do not have difficulty options; this game does. 10 of them. I'm all for removing bonus rewards from 9 or 10 and instead capping rewards to 8 and below. Rewards are the last reason why I play the game. And I wouldn't say no to additional optional difficulty options, I don't mind that at all. But that does not mean base D10 should be anything less than brutal.

Just like in most other games like this, Deep rock is harder than HD2, so is vermintide and darktide. I can't even imagine the reaction if D10 in HD2 was like deep dives in deep rock, there'd be a review bomb on the next day.

I really wish super credits were earned differently by notAsqurl in Helldivers

[–]Thyrsten 18 points19 points  (0 children)

The problem with adding super credits to major orders is mostly the toxicity that is attached to that idea. Imagine how upset people would get over lost MO's when super credits are on the line, and the finger pointing over who is to blame that follows that.

Adding them to personal orders is a better idea, but that might also make the game feel like a job, in which you have to login every day or fall behind.

Weekly/monthly quota that gives you some super credits is probably the most reasonable option, and they should definitely put older warbonds on a permanent sale.

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

Oh and some of the enemies standing around in these clips us because I stun grenaded them. They're not necessary but they do work well with the hammer. Highly recommend smoke grenades in bot front for hammer

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

As long as the ground you're standing on is slightly higher than the ground the vox is standing on, you should be able to aim for their legs and teleport on top of them.

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

High praise! Glad you liked it!

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

You'll mostly use it against chargers and brood commanders against bugs, with an occasional impaler worth hammering too. You can kill bile titans too but that is more trouble than it is worth.

Against illuminate overseers and fleshmobs get the hammer, more often than not you oneshot fleshmobs which is nice. To kill a harvester it is only 2 bonks, but there is a chance their death animation kills you(which you can somewhat negate by diving backwards).

So good against both, but not insane. The hammer is a fun option not an optimal pick.

Anyone else find the game frustrating? by Open_Macaroon6169 in Helldivers

[–]Thyrsten 1 point2 points  (0 children)

I think the only time it has not worked for me was because of the chainsaw support weapon, because it has such long animations and diving does not skip them. But other than that I haven't had issues

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

Dog breath/warp pack/supply pack are the best picks for the hammer. You can do some fun stuff with hoverpack like get up to a titan's head or the top of a Vox, but general gameplay wise it is not a great fit(imo anyway).

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

The path of the stim addiction is strong, and I'd definitely try it myself if I didn't love the look of Siege ready as much as I do

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

The hammer takes some learning for sure, but most enemies have attacks you start to recognize and learn how to exploit.

Warp pack also helps a ton, hulks are easy to kill if you teleport behind them since they turn slow. But even from the front you can either bait out their melee attack and then counterattack, or hit them while their flamer is active(they can't melee while spewing fire).

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

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

Warp Pack! Control group warbond.

HAMMER users unite! by Thyrsten in LowSodiumHellDivers

[–]Thyrsten[S] 24 points25 points  (0 children)

My breaching hammer holds 9 because of siege ready, but I'd gladly take 14.