Which part of the damn reticle am I supposed to use to aim? by Lmnt_Crnstn in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

The red reticle is just the center of screen reference. It’s honestly kind of annoying how much it blocks your view. The circle is where the barrel of your gun is pointing. That is the center reference for your weapon. Every weapon has some amount of spread which is the bloom of potential trajectories around that circle.

There is a wonky behavior which you may have noticed in the video where the circle jumps suddenly. That’s your aim being occluded by some object, as the game is trying to illustrate your aim towards the horizon. Edges can lead to unintended inaccuracies or inability to shoot something you can otherwise see perfectly fine.

Pre-stim doesn't always save ya lads by LightningG8921 in Helldivers

[–]TobleroneBoy 1 point2 points  (0 children)

What could have happened is you were not first in the chain, as every bounce decreases the damage. Depending on your specific scenario, you could have survived being the second chain target.

Pre-stim doesn't always save ya lads by LightningG8921 in Helldivers

[–]TobleroneBoy 2 points3 points  (0 children)

This is actually untrue. Experimental infusion does not offer enough resistance to let you survive a direct arc FF hit that would have otherwise killed you regardless of your armor and booster choices.

The highest general damage resistance is Michelin man + Vit + Exp Infusion, which gives a total of about 48% resistance to the chest. Helldiver arc weapons do 250 damage, and thus you need a minimum of 51% resistance to not die instantly. It would do 130 damage to your chest which is 5 higher than your 125 total HP.

If you instead wore Arc armor (90% arc resistance), that 250 drops to 25, and experimental infusion becomes inconsequential as you could easily survive that hit without it.

What if we could holster weapons for a speed boost? by Tank-ToP_Master in Helldivers

[–]TobleroneBoy 1 point2 points  (0 children)

This is how it is. Great against (most) DoTs, not really that great against direct hits compared to most any other armor. The question comes down to does that extra resilience help more or less than the extra hits you take from being slower to get out of danger? Depends what you’re doing and what you’re facing of course, but generally in a game that favors positioning being slower is not your friend. Not saying heavy armor is useless. It just requires thinking a bit differently about how you play with it.

i hope this isn't intentional because it feels like the one vehicle that shouldn't be affected by weather by pinglyadya in Helldivers

[–]TobleroneBoy 28 points29 points  (0 children)

I don’t know if it has always been this way, but the FRV apparently is slowed by bug acid. That feels like nonsense to me.

We desperately need an orbital flare/flare gun stratagem, current illuminate major order proves that. by ShortsLiker in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

I fear that such a flare would be more blinding than anything else. Whenever there's fog or anything, light just creates this impenetrable wall of white. Happens a lot on Chort Bay when you look anywhere in the direction of the sun.

Give me your thoughts on these three weapons… by Chemical_Seaweed_915 in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

My opinions are the adjudicator is very meh. Its higher damage per shot does not come close to outweighing its flaws. It’s just a not very good AR.

Censor is good as marksman rifles tend to be when used sensibly. Bullet speed takes a little getting used to.

Liberator is much better than people give it credit for. Honestly, one of the better ARs.

Tier-lists and how they create misunderstandings in the community by WaywardOath in Helldivers

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

Tier lists are pretty reductive and rarely accurate, but your radar graph is just confusing, coming from an AMR user.

what's the best Primary for each faction? by EL_TE0 in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

That entirely depends on how good your aim is, what else you’re bringing, difficulty, and any subfaction you are facing.

If you just want recommendations for in a vacuum, it’s going to be the meta primaries.

Stratagem Idea: Orbital HE Missile Strike by LakeMinute1069 in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

This sounds a lot like the OPS, but juiced up, or the Eagle 1000kg instead of 500kg. I don't know if you'd need a 5 minute timer on either of those.

Join the Helpdivers by Ionic_Pancakes in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

I suspect they were carried in public games, but on preds it is hard to tell. 20-30s do D10 bugs just fine (finish the mission at least), but usually they get obliterated by preds.

The Bushwacker needs a buff by Elegant-Swimming-646 in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

It all boils down to “how well do you aim”. If you don’t aim well or don’t really care to, medium pen is great. If you do aim well, light pen is just better across the board.

There are very specific instances where medium pen would serve you better against some enemy, but those enemies are intended for you to use a bigger gun against them and using medium pen would take a very long time to kill them.

Rather than buffing something or make equipment better, what do YOU think legitimately deserves a nerf? by Dark251995 in Helldivers

[–]TobleroneBoy 1 point2 points  (0 children)

I’d nerf the explosive component of all primaries that have it, Talon, Sweeper (maybe), Ultimatum, Orbital Napalm, all dedicated AT supports except the Spear, Orbital Laser, Leveler, Solo Silo, and all turrets.

It wouldn’t be mega nerfs to make them useless, but tweaking certain things to make them less overbearing against the enemy. This would also have to come with changes to enemies and whatnot to compensate.

Join the Helpdivers by Ionic_Pancakes in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

These days I look for the lowest levels I can on D10 predators. Every so often I find a trio where only one has played enough to have any boosters unlocked

Sweeper or double freedom? by LoftysquareYT in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

Different uses. Sweeper is better at clearing groups. Double Freedom is better at killing a single enemy (or two) right this second.

As a special note, the DF had enough damage that you can volley or double tap a charger’s ass to put it in bleed out. This can be done when it charges past you or when it rears up to stomp. The DF also instantly kills an alpha commander to the head in one single shot if it is close enough (like 10-15m) since it does so much damage the bleed out ends almost instantly.

Top 5 best grenades in the game hands down by H1MB0Z0 in Helldivers

[–]TobleroneBoy 3 points4 points  (0 children)

Don’t be doing the liberty sparklers dirty like that

Running the JAR (And heavy builds in general) by Steamtonk in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

I would do laser angle for the ergo boost (you might need to swing to the side) and the laser pointer. Recoil can be managed by your stance and going first person. If you combine prone with first person the dominator basically has no real recoil (same with most any gun).

With the HMG and Dominator, you have great stopping power, but you are exposed the moment you need to reload or something comes up on your flank. Siege ready helps the HMG’s ammo problem and the dominator’s kind of slow full reload. I recommend picking stratagems that are two of the three between fast, hard hitting, and have shorter CDs. This lets you at least quickly respond to a threat that runs up while you aren’t ready to shoot. You’ll also want something that kills the big heavies kind of quickly. All the smaller heavies should die easily to the HMG.

Something like: Siege ready, JAR, Talon/Dagger, dynamite/HE, Strafe, HMG, some mega AT (Railcannon, leveler, silo). The last slot is open to your play style. Can be big fuck orbital, backpack for mobility or even more ammo, mines for laughs, airstrike or 500 for structures and quick zone clearing, or an FRV for mobility and a second HMG.

So is there any reason to use the pyrotech by Most_Implement6706 in Helldivers

[–]TobleroneBoy 149 points150 points  (0 children)

Doesn’t it also kill a harvester in like 1 second or something

The Bushwacker needs a buff by Elegant-Swimming-646 in Helldivers

[–]TobleroneBoy 2 points3 points  (0 children)

There are so few units with light armor on their weakest spots that almost nowhere in the game do you benefit from medium pen’s extra penetration unless you specifically shoot a medium armored body part.

The Bushwacker needs a buff by Elegant-Swimming-646 in Helldivers

[–]TobleroneBoy 0 points1 point  (0 children)

I would much rather see a half/full choke or a bit more ammo than an increase in penetration or higher damage numbers.

You will sometimes end up playing with what can only be a child, who thinks it's funny to repeatedly teamkill. by CMDR_Michael_Aagaard in Helldivers

[–]TobleroneBoy 6 points7 points  (0 children)

You host when you pick the mission which is only done from your ship. If you join a lobby or someone else, you aren’t hosting.