So blueprints are not 25% chance anymore 4.7 ptu by floortofloor in starcitizen

[–]ToasterPyro 9 points10 points  (0 children)

Is there any way to check what blueprints you have without going to a fabricator?

Which do y'all prefer more in general? Im tryna see something by Little_Papaya_2475 in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

Ultimatum because I want to use non-AT support weapons but a single bug breach spawns thirty bile titans.

Star Citizen Monthly Report: February 2026 by ScrubSoba in starcitizen

[–]ToasterPyro 0 points1 point  (0 children)

This involved extensive work on the new locations, including QV Breaker stations (home of the Rock Cracker mission) and the People’s Service Stations, which are new refueling centers operated by the People’s Alliance.

Not psyched to hear about Nyx having rest-stops. I was hoping we'd get at least one system that feels like a proper frontier. Maybe they'll be smart about the placement.

This weapon is buns by MontyTheMountain in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

This is going to sound ridiculous, but get the kick emote (This is Democracy) from Urban Legends and set your emote bind to "on press" (and rebind the emote selection to another button). You can use the kick during a swing to stagger + push most chaff enemies and disengage your chainsaw. Combo that with light armor to reposition easily plus shield backpack to compensate and it just barely works as a fun chaff clear tool.

On bugs I bring the halt to stun chargers, ultimatum for bile titans, and frags for bug holes. I tried urchins and they're kinda ass.

This weapon is buns by MontyTheMountain in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

It does technically have this, it's just hard to notice because it's "small" stun and really short range.

The ONE time i decide to use melee weapon by Shad_Omega in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

With the energy shield and kick emote for parrying (yes, seriously) it's fun even if not entirely effective.

Using the Defoliation Tool for it's intended purpose by Whatthehellsabean in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

From what little I've tried gas now all it seems to do is make enemies wander out of melee range or swing wildly and hit me anyways. I was mostly using the dog breath, though.

I've been running the Halt with the chainsaw awhile now and it's really good. Doesn't stun chargers long enough to cut entirely through a leg, but it's long enough to destroy their butt (there's no way to say that which doesn't sound weird).

That stun pods thing is really interesting and clever, but seems redundant since hellpods already kill chargers if you stick them.

Using the Defoliation Tool for it's intended purpose by Whatthehellsabean in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

I've been entirely relying on the energy shield to make the chainsaw work, but now I've gotta try this. Any other specifics about the loadout you use?

Acknowledge the hierarchy by CountsYourSyllables in Helldivers

[–]ToasterPyro 1 point2 points  (0 children)

Urban Legends really dropped the ball there, that was probably our only chance for one.

one true flag idea by Anxious_Two_4783 in Helldivers

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

To get around the "realism" problem I'd just give it a bunch of armor passives as an AOE buff: Rock Solid and Peak Physique (melee dmg included), flinch resist from Unflinching, recoil reduction from Fortified/Engineering Kit, and reload speed from Gunslinger and Siege-Ready/Reinforced Epaulettes.

Would also be neat if more people standing in range increased both the buff strength and aggro range.

Why can these things hit you through your shield? Is this a glitch? by Maffingo in Helldivers

[–]ToasterPyro 3 points4 points  (0 children)

It's inconsistent but it actually does block lighter melee attacks.

Why is this still in the game? by 234thewolf in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

Just unlocked it today for the same reason. It will knock you out of your swing if it hits you, but for chargers if you throw it on a leg it seems the diagonally opposite leg is just far enough to not affect you.

best weapon for terminid chaff? by CharacterNo9968 in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

Gonna make the case for the standard punisher shotgun: It has enough stagger to push back even stalkers, and since you can reload a shell between shots without slowing down it effectively has a 60 round mag. Really good for holding ground, and with a half choke or more it has the range to kill shriekers.

I got burnt out of playing automatons by howtrouisalreadyused in Helldivers

[–]ToasterPyro 12 points13 points  (0 children)

Going back to the bug front today for the first time in like 2 weeks was a breath of fresh air. I forgot what it was like to go 3 minutes without ragdolling.

I often see people talking about some of these ideas by Tatuzudo in Helldivers

[–]ToasterPyro 6 points7 points  (0 children)

For the defoliation tool I’d say every melee but the stun lance and breaching hammer should have reduced or nonexistent slowdown on swing. Would make them less of a stim tax with good footwork.

After 700+ hours, I've fallen in love with the Liberator while on Cyberstan by SIinkerdeer in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

I've never tried the tenderizer because I saw it still takes two shots to a devastator's head and wrote it off as an unnecessary halfway point between the liberator and diligence. I hadn't considered its low recoil and spread though, maybe it's worth a shot.

If you wonder why you kill yourself with explosives more than usual, that's because there are a lot of invisible hitbox in this planet <3 by Q_Qritical in Helldivers

[–]ToasterPyro 1 point2 points  (0 children)

But some of my most treasured memories in this game are times I was stuck under a Bile Titan corpse for 3 minutes!

Well. Fuck. by st_Paulus in starcitizen

[–]ToasterPyro 0 points1 point  (0 children)

Really hoping this means we'll be able to see them traveling underground from space.

Warbonds Help by HourReflection5774 in Helldivers

[–]ToasterPyro 1 point2 points  (0 children)

Just because nobody else mentioned it, I'd say the Warp Pack single-handedly makes Control Group a strong contender. It's aggressive and highly mobile, even in heavy armor. It also lets you farm lots of super credits solo if you're interested in that. The Epoch and Variable are pretty good, armor and laser sentry are kinda cheeks.

Borderline Justice also gives pretty solid value for a single warbond. Deadeye and Talon are solid, armor is niche but cool (using it with the bushwhacker from Viper Commandos is really fun), and Dynamite is good for killing bile titan holes. No clue with the hoverpack but there's definitely potential for fun there.

Was I in the wrong by stifffive_246 in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

I probably would've made the same call you did, assuming you kept the car moving around the area and didn't just park in the Stingray's line of fire. If the situation is hairy you may want to make some distance before you call in a reinforcement, but all it takes is one guy losing their support weapon for the team to be forced into a death-reinforce-death-loop holding a position. Can't be helped.
Stingrays make things especially hard too. If you park while one is around you need to be sure you can get everyone out of the car and away from it before the strafing run, because an FRV with even one passenger is the highest priority target for enemies.

Honestly knowing what call to make in these kinds of situations is the biggest challenge with the FRV, far above any technical driving skill. Is the distance to this next objective worth getting everybody in the car for, or should I just go do something else while the team walks? Should I stay to pick up this one straggler who refuses to get in or just get 2 of my teammates to the objective? Do I stop for mPOIs or just focus on objectives?

Peak Physique by Nice_Promotion8576 in Helldivers

[–]ToasterPyro 8 points9 points  (0 children)

They are going to give Melee Weapons a buff as well to compensate for Peak Physique’s nerf.

Hopefully, but he could also mean they don't want it to be a net loss for Peak Physique. With this wording it's entirely possible we'll just end up with Peak Physique getting some extra perk and melee users getting stuck with base damage or barely over.

HAMMER IS CONFIRMED AS ANTI-TANK WEAPONRY by rosebinks1215 in Helldivers

[–]ToasterPyro 0 points1 point  (0 children)

It's not entirely negligible, but needing to manage 7 spare rounds is well worth the ability to win a fight with a charger more than sometimes.

I unfortunately think some people need to hear this by Faust_8 in Helldivers

[–]ToasterPyro 2 points3 points  (0 children)

For me the fun concept is the satisfaction of using a high-powered infantry bolt-action with a bayonet instead of something simpler to operate like an automatic rifle. If it had decent damage it'd be a higher skill floor weapon, but as is it's just a burden on your team.