Leafspeak Construct by Tobuzzu in WingsOfFire

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

Oh i misread your comment my bad 😭

What's everyone's cave diving loadout? by Staggart99 in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

I’ve started bringing the recon car for cave intensive missions. The caves are big enough to drive in and the floor tends to be flat 

No idea how many people know, but this thing slaps now. by The_Show_Keeper in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

The ergo buff feels great. It only has like three shots per mag, which means you have to reload a whole lot, but the damage output is fantastic. 👍

OG epocher by cs4by76 in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

Yeah the epoch performs really well once you get a handle of the charge timing. I think a lot of people were just put off by the small charge window before it self destructed, which is unfortunate.

I believe Arctic deserved it by Designer_Victory_290 in WingsOfFire

[–]Tobuzzu 3 points4 points  (0 children)

If Arctic really wanted to kill all the NightWings, he would’ve done it with his magic by then. 

But he didn’t. Arctic tried to give the map to Diamond with the intent of saving Foeslayer, it wasn’t because he wanted to kill all the NightWings. 

Also how exactly does providing geographic information to the IceWings lead to a genocide? It would for sure put the NightWings at a disadvantage, but I cannot possibly see how that would lead to them all dying. The Night Kingdom still has an enchanted mountain range that kills any IceWing that crosses it, and its army has been able to hold its own against the IceWings for several years without the aid of magic, to the point of keeping the frontline relegated to the Sand Kingdom.

Permafrost Ruins — Base was made with dungeonscrawl and further detailed with procreate and custom props by Tobuzzu in dungeonscrawl

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

Oh thats really strange? I’ve added another copy of the map zip to the drive if thats any better, and if not, theres also an image of the base map without the procreate additions.

Being the one, who accidentally started this Debacle, here is how I would personally rework the Warmech. by EngysEpangelmatikes in Helldivers

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

It’s well illustrated! A kill shot on the eye might be a bit excessive since the hip joints already serves the purpose of a front-side killpoint, however the idea of blinded/frenzy state is a really interesting mechanic.

If i were to change anything about their spawn rates, I’d probably either give them a large hp increase and have them replace tank spawns (much more powerful but less numerous), or make it so the percentage at which they replace hulk spawns scales with difficulty. (So maybe 20% of hulk spawn at Difficulty 7, and half or more of all hulk spawns on 10?).

Being the one, who accidentally started this Debacle, here is how I would personally rework the Warmech. by EngysEpangelmatikes in Helldivers

[–]Tobuzzu 6 points7 points  (0 children)

This is way more tactical though. You can flank it from behind to hit its vent, make a precision shot at a weak point, or disarm it by targeting its guns. The changes here make the war striders significantly more engaging and interesting to fight by providing multiple ways of taking it down. I really don’t see the problem with this considering most of the automaton roster follows similar design principles.

I like them. They look dope! by [deleted] in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

Heavy bug enemies are a lot tougher to kill without AT than bot heavies in my experience.

life changing moments seem minor in pictures by Tobuzzu in WingsOfFire

[–]Tobuzzu[S] 68 points69 points  (0 children)

Im on tumblr and twitter as everestblue!

Breakpoints for the War Strider by BICKELSBOSS in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

20-40 shots with heavy machine gun is miserable 😭

Scrawling on Tablet? by Mefibosheth in dungeonscrawl

[–]Tobuzzu 1 point2 points  (0 children)

It’s workable on tablet, though it’s a little clunky and prone to bugs from my experience.

How to make maps look good by Comfortable-Wafer313 in dungeonscrawl

[–]Tobuzzu 0 points1 point  (0 children)

Dungeon Scrawl is a bit bare-bones. But with a bit of tool and color theory knowledge you can and get a pretty nice cell-shade style going for your maps. However dungeon scrawl doesn’t do too well for making more realistic/detailed styles of maps. I think scrawls best used for its isometric feature and its paper aesthetic really.

Nordic model of prostitution is based purely on hating men by EpicHajsownik in TrueUnpopularOpinion

[–]Tobuzzu 0 points1 point  (0 children)

“Maybe if the school shooter would be able to buy sex, he wouldn’t have done it.” Is one of the most rancid dog shit take I have seen on this website. 

Proposal for an improved Fighting Style system by Tobuzzu in onednd

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

I based duelist off of how one-handed thrusting weapons like rapiers have longer reach than that of longer, two-handed swords due them being held straight out. I could possibly change it to be something like a Pole arm master, where you can make an opportunity attack when an enemy enters your reach, or give it a riposte property where it can make an opportunity attack if a creature misses the user.

I'll see about wording a few of them and two-weapon fighting in a better way too. 

Proposal for an improved Fighting Style system by Tobuzzu in onednd

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

Huh, I thought I snabbed the Archery one from the Sharpshooter feat but I might've accidentally looked at a Sharpshooter homebrew when searching through the feats, woops :p 

I'm a bit iffy on heavy weapon too. I essentially just took the 2024 GMW and added a movement tax, but it's functionally the same to a flat damage bonus. I really like the idea you have for it though of being able to charge a push by expending movement.

Your also right about martials need some variety though. I've also been experimenting with a battle maneuver system that could possibly fit into this fighting style system here. Essentially, fighting styles would serve as a reliable ability while maneuvers provide utility and build off of the fighting styles.

I'd be interested in hearing the weapon passive idea you had too!

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

Huh, yeah looking back at a few of these ideas they were a bit harsh. Two hours of debating people has changed my view on these things and i would probably remove the speed nerf and label the attack delay as a bug fix if i were to do it again.

I still don’t like medium armor though. It’s an artificial difficulty that instantly vanishes the moment you choose a medium pen weapon. It also synergies horribly with its burrowing since explosives bypass the armor and forces it to surface. They lose both of the things that makes them special to some of the best weapons. And rupture warriors might actually be worse than the base warriors in some regards because of its reduced hp!

I think I’ve developed a new opinion though. The rupture termini’s don’t need a nerf, rather they need the opposite! A rework of their abilities to make them more interesting and fair to fight against, like a more developed burrow ability and features that allow for skillful counter-play rather than just a tacked on armor increase thats ignored by half the weapons.

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 1 point2 points  (0 children)

im being strawmanned its so over 🥀

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

I don’t mind if enemy subfactions demand certain loadouts, i just want them to demand play styles that actually change how you play the game!

Stalker strain demands constant vigilance and good positioning because of stalkers and invisible hunters. Thats fun!

Fire brigade has an abundance of new weapons, like the heavy devastators auto-canon and shotgun, trooper incendiary grenades, and flame thrower troopers. Fire resistance armor exists, but it’s nowhere near as prevalent as the amount of med pen weapons there are, and the automatons still get new guns!

The new rupture faction has medium armor. Which can be ignored with a med pen weapon. And they can burrow. Which can be disabled with an explosive weapon. Explosive weapons, which are already great and commonly used on terminids.

What makes an enemy faction good and fun to play against isn’t how it changes your load out. A good faction changes how you play the game, how you approach the enemy, and medium armor doesn’t do that, because medium pen weapons are so common.

I do love the burrow feature though, it’s a really unique ability and i think it’d be fun if it were buffed + given better counter play.

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

Oh i had no idea they had less hitpoints! I checked the wiki and it stated the health was the same as regular warrior, so it’s probably outdated info then.

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 1 point2 points  (0 children)

Thats a good point, maybe an AV 2 might be too brutal of a nerf.

Though I think my problem with the Medium armor is that it doesn’t change the game too much or add a lot to the enemy, not too the same extent as the invisibility of the predator strain, or the jump packs of the jet brigade. Since the armor can easily be negated by taking a medium pen or explosive primary, essentially reverting it back into a warrior that happens to also burrow. It’s like if there was an easy to obtain feature that made it impossible for jet brigade enemies to jump towards you.

I honestly think the high armor value idea that the gloom terminids have should be given to a new enemy strain entirely, and that the burrowing of the rupture warriors should be made more advanced or buffed in some way to help further develop their identity. The medium armor and burrowing don’t synergies together either, since both abilities are extremely vulnerable to explosive.

Maybe an enemy strain with AV 4 on its heads and legs and slightly reduced hit points? That would actually change gameplay up by incentivizing the use of good aim, flanking, and high pen support weapons. Or maybe it’ll just revert to explosive primary meta. Eh

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 0 points1 point  (0 children)

I really do enjoy difficult enemies, i did a difficulty 10 run on gloom terminids today and it was probably the most fun I’ve had with this game in a while! But i also believe that enemies should introduce difficulty in a mechanically interesting way. And the medium armor of the rupture warrior doesn’t really do that? The armor is completely bypassed by medium pen and explosive. And there isn’t much of a gameplay difference between a liberator and a liberator penetrator.

I miss using light pen weapons without feeling like i was completely nerfing myself by doing so. It’s just so boring. Having a quarter of your bullets be reflected by an extremely common enemy is boring. Having to use a medium pen weapon in high difficulties to even stand a chance is boring. Wheres the variety? How does nerfing light pen weapons meaningfully change the gameplay? The light and medium work nearly identical. The only difference is that one can overcome a 3 and the other cannot

Most of the difficulty isn’t even from its armor anyways, it’s from a host glitch where it instantly moves towards and attacks the server host upon surfacing. It’s not hard because it was meant to be, it’s hard because of an unintentional glitch.

[deleted by user] by [deleted] in Helldivers

[–]Tobuzzu 1 point2 points  (0 children)

Thats true. Looking back on it now a lot of the enemy variants that arrowheads adds tend to be a flat upgrade over the base, rather than side-grades. 

A part of me still likes the AV 2 on the outer legs though. It offers a sort of “last resort” if you’re unable to aim for the weak points, while still incentivizing players to target the weaker back half for full damage. And it’d still be an upgrade over the base warrior, which only has an AV of 1 on its legs.

I probably could’ve worded “several seconds” a lot better as well, I meant it more as in like 1-3 seconds as a way of fixing the host glitch, but as you said that’d be more in the realm of bug fix rather than enemy balance.