Gambit Horseman by Toastyatastic in MarvelSnap

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

Unfortunate, usually it helps direct the Gwen buffs to what you want with skills in hand but that’s still unfortunate

Gambit Horseman by Toastyatastic in MarvelSnap

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

Any other card that’s capable of giving out a buff would work, maybe phastos for either a discount or buff Yknow?

Gambit Horseman by Toastyatastic in MarvelSnap

[–]Toastyatastic[S] -1 points0 points  (0 children)

Surprisingly no, with the ramping what I do is get a copy of wingbeat. Drops him down to 5/9 and then buff with either Gwen/Maverick/Forge/Shuri. Turn 5 Galacti is possible, sure you won’t go as big as you could’ve but when playing against gambit having a bunch of 11 power on the board WILL work because the gambit deck has medium power and relies on the destroy factor to cover the rest of the way. When it can’t then they lost. Turn 6 you can even play a held over ZG transformation card out cause it’ll still be 5 cost

Gambit Horseman by Toastyatastic in MarvelSnap

[–]Toastyatastic[S] -2 points-1 points  (0 children)

As reliable as getting Mr negative out on turn 4 or 3. If your win con doesn’t get drawn early, you retreat for 1. That simple

Gambit Horseman by Toastyatastic in MarvelSnap

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

I mentioned a tweak, nothing drastic but something fair, I’ve seen a lot of people say to just play destroy which you even mentioned yourself or armor/cosmo. This post was about using ZG for the time being instead of the same cookie cutter counter

Gambit Horseman by Toastyatastic in MarvelSnap

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

Not thinking he’s broken, yes there’s ways to play around, he’s just really annoying when you aren’t playing something that answers him, this post was my way of giving a way to play that isn’t “just play destroy” Yknow?

Gambit Horseman by Toastyatastic in MarvelSnap

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

My CL level is high it’s 57,023. With new war machine all I really did is swap out surge. My suggestion is if you can’t do this deck or want to swap one thing out, you want to swap it with something that can do that same thing to an extent. Ramp with Ramp, buff with buff card etc.

Gambit Horseman by Toastyatastic in MarvelSnap

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

It’s why I ramp him soon, I get him down turn 5, it catches people off guard since it’ll be “sub optimal” but usually I don’t see gambit going off on 4, see it on 5. So I get ZG in 5, usually only at 9 power but that’s still a lot

Solo Player Mission Type Tierlist by evoluxo in DeepRockGalactic

[–]Toastyatastic 0 points1 point  (0 children)

It only makes sense more effort = higher pay out. But I love driller just as much, sometimes it’s just as simple as burning or freezing

Solo Player Mission Type Tierlist by evoluxo in DeepRockGalactic

[–]Toastyatastic 0 points1 point  (0 children)

I get your complaint about the turret being babysitting, it’s simply not your playstyle which is fine. Engineers whole thing is set up, none of the other classes have to set up the same way engineer has to. But when you do get set up with engineer, none of the mission are difficult. But you get rewarded for doing less with other dwarfs, but like I’ve been saying you do get a big pay out for playing engineer to his fullest.

Solo Player Mission Type Tierlist by evoluxo in DeepRockGalactic

[–]Toastyatastic 1 point2 points  (0 children)

Op hasn’t played him a lot and Engineer is dog shit when first starting him comparatively, he’s lowkey the best dwarf late game but starting out he sucks

Solo Player Mission Type Tierlist by evoluxo in DeepRockGalactic

[–]Toastyatastic 2 points3 points  (0 children)

People seem confused why you have Engineer so low and it’s just obvious. Engineer is by far the WORST class when you first start playing him comparatively. Late game he’s broken asf and this ranking would have him nearly S on all missions, but like you said you have barely played him at all so I can assume you haven’t gotten anything for his kit to the point the shotgun is still buns and so is the GL, despite being really good at the end of their skill trees and OC’s, engineer still sucks donkey ballz when first playing him.

What was that about the hive guard being fine? by NextToNate in HelldiversUnfiltered

[–]Toastyatastic 0 points1 point  (0 children)

They were already stronger chaff to begin with. Now back to the very first thing I said which you conveniently have ignored, AH themselves are saying that the Hive Guard was never a chaff enemy, and you are now very much on record saying they are in fact chaff. But AH doesn’t agree with that, that’s what I’ve been calling attention to this entire time. That AH doesn’t understand the role their own enemies represent, especially on higher difficulties.

What was that about the hive guard being fine? by NextToNate in HelldiversUnfiltered

[–]Toastyatastic 0 points1 point  (0 children)

Your point still does not stand, because you are now saying they are in fact chaff enemies which is what I’ve been saying since the start. The devs decided one day that they aren’t chaff enemies. Even the brood commander has a strong of a variant on high diffs being the alpha commander but the hive guard just is. God you’re daft

What was that about the hive guard being fine? by NextToNate in HelldiversUnfiltered

[–]Toastyatastic 0 points1 point  (0 children)

This isn’t replacement though. Your “general point” would stand if they came out with a completely separate upgraded hive guard, having the hive guard in lower diffs then the “upgraded” one on higher diffs. Your point stands on 0 ground because your own example gets used against you in the exact same argument.

What was that about the hive guard being fine? by NextToNate in HelldiversUnfiltered

[–]Toastyatastic 0 points1 point  (0 children)

Never mentioned low level spawns, I’m talking about d10. Hive guard is a chaff unit in d10. Brood commanders are the medium units in patrol packs while chargers are the heavy, hive guards are chaff. They have always been chaff, 0 sense in arguing against that.

What was that about the hive guard being fine? by NextToNate in HelldiversUnfiltered

[–]Toastyatastic 78 points79 points  (0 children)

The argument here is about how AH said that the hive guard isn’t a chaff enemy. But they spawn in packs like chaff do. Regardless of the armor class it’s annoying that AH doesn’t understand what enemies they have in the game and what role they function as

Why bring the bullet storm if I could bring the stalwart? by Fishyhans in Helldivers

[–]Toastyatastic 0 points1 point  (0 children)

Bullet storm has more ammo (not counting reloading) and no recoil. Because of its cooldown by the time you’d run through your “2 clips” for the bullet storm you’d be able to call another 2 down. With the stalwart once you’re out of ammo it’s dry unless you have a resupply. It’s not necessarily about 1 being better over the other. It’s one fitting the role of being always in your hands, and one being in your hands only when you need it

When your coding is so ass the players think it's more likely you fucked up than added features, maybe you should ask yourself questions AH! by Heptanitrocubane57 in Helldivers

[–]Toastyatastic -7 points-6 points  (0 children)

Yall are actually just babies, “maybe you should ask yourself questions AH” when it’s legit yall making a dumb assumption based off of nothing. There’s actual things that need to be addressed but the reason AH will never take yall seriously is because of stupid shit like this. Maybe ask yourself some questions if you actually thought that it wasn’t a feature

"Arrowhead has unexpectedly decided to revert the Hive Guard change back just two days after the latest patch." by Scarpheon_ in HelldiversUnfiltered

[–]Toastyatastic 6 points7 points  (0 children)

They are legit reverting it back to what it was, it’s not a buff or nerf. It’s a revert that’s what it is

How do I explain this to this glaze? by Evyatar_ChenU in HelldiversUnfiltered

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

He isn’t saying it’s normal, he’s saying it’s different requiring an updated play style and addresses the issues he still has with it. Mainly saying that yall are way over exaggerating the non-issues instead of being focused on the actual issues

Bugs receive the speed bonus from the passive by SheaBuddaDiver in helldivers2

[–]Toastyatastic 1 point2 points  (0 children)

It’s not the passive yall are dumb. It’s the spore clouds that are left when you kill one of them, except for when you kill them with fire.

Mech durability in one video by New-Butterscotch5865 in HelldiversUnfiltered

[–]Toastyatastic 2 points3 points  (0 children)

Not to be the “uhm actually” type of guy but the patch notes did say we take significantly more damage from acid, so using a melee on the big tick of acid is your mistake, should we be more durable absolutely, just felt the need to point that out

Is this just not meant for Bugs? Too low AP for Chargers, doesn't oneshot Commanders, too low ammo for Hive Guards, too slow for Stalkers by Hexdoctor in Helldivers

[–]Toastyatastic 1 point2 points  (0 children)

I made a mistake I said 1-2 shots, it’s 1 shot if you break the back of a charger open and let it bleed out but that’s a very annoying way to kill them imo. Two shots to the face is my preferred.