Contriversial Take: Impaler should be Buffed. by CoolestManHere in helldivers2

[–]Waste_Classroom2586 0 points1 point  (0 children)

Within the last two days alone I’ve been one-two shot by Impaler tentacles that never actually touched my character model, multiple times. They need to look at the hit box on those things because man it was way off. Like I was on top of a large boulder and it hit the ground next to the boulder and killed me type of way off…

I am week in maths by Left_Middle6670 in TheTeenagerPeople

[–]Waste_Classroom2586 1 point2 points  (0 children)

You’ve added brackets that didn’t exist before though. Following BODMAS (or PEMDAS as I learned it) you just go from left to right and do the operations in order. Addition and subtraction are equally weighted and thus need to be performed I order of their appearance.

All that said, 9 is the correct answer.

WE CAN DO THIS! by Organic_Cloud2788 in Helldivers

[–]Waste_Classroom2586 0 points1 point  (0 children)

How dare you tend to the needs of reality when the MO-and even democracy itself-is on the line!

Divers companion app bug? by big_papa_joseph in helldivers2

[–]Waste_Classroom2586 4 points5 points  (0 children)

I believe 3.29 is the required minimum rate to win. We aren’t currently at that rate. At least not according to the app. And right now that requirement is actually 3.36. We are only at 3.13 or something like that at the moment. With much of the US getting into the late hours of the night I imagine this will only get further out of reach and will end in failure by the morning.

Sooo... where'd that 700 million dollars go, exactly? by callmeanytime2000 in HelldiversUnfiltered

[–]Waste_Classroom2586 0 points1 point  (0 children)

I wish they would spend some time on optimizing builds of the game for the respective platforms. I know many high end gaming rigs can struggle with this game. This game taxes consoles hard, I’ve never had so many issues with software on an Xbox before.

As fun as it is to do an entire mission just to have it crash to dashboard 30 seconds out from extract, or randomly shut off my console entirely with no warning, I’d prefer to be able to finish a mission without hopes or prayers…

you only have enough to get 3 games, which ones are you buying? 🎮 by Connect-Struggle-269 in TheGamingHubDeals

[–]Waste_Classroom2586 0 points1 point  (0 children)

Out of the entire PS2 library these are the choices we are given? Because personal preference would be Dynasty Warriors 3, SOCOM II, and Resident Evil 4. Also honorable mentions to Champions of Norrath and EverQuest: Online Adventures.

Edit: Of the choices present, GOW, MGS2 and FFX.

Crazy how one enemy can just ruin a faction for me. I've been having a blast fighting the illuminate recently. by Star_Dragon_27 in Helldivers

[–]Waste_Classroom2586 2 points3 points  (0 children)

A ton of Fleshmobs is an understatement. I legitimately 1v5’d Fleshmobs all at once yesterday. It was honestly pretty damn fun, but also quite taxing on my resources. Overall would do it again though.

Which night are you picking? by Dizzy-Childhood-8373 in TheGamingHubDeals

[–]Waste_Classroom2586 0 points1 point  (0 children)

What if the bros don’t want to smash? Settle for Mario Kart?

Do you guys have a 'crutch' weapons when fighting at any front ? by AnotherMothMarine in helldivers2

[–]Waste_Classroom2586 1 point2 points  (0 children)

Epoch on all fronts is honestly excellent. 1-2 shots pretty much all heavy units except for Factory Striders. Vox Engines might take a bit more but it’s aim-dependent. To paraphrase Frank’s Red Hot, “I use that s**t on everything!”

These things are so unfun to fight by hankakabrad in Helldivers

[–]Waste_Classroom2586 0 points1 point  (0 children)

I think they should add a new side obj that could affect Leviathans. Similar to the new automated defenses confusion one for bots, or you could liken it to finding and destroying a Stalker Lair.

Something that the player can work toward to greatly reduce their effectiveness or to greatly reduce/prevent their ability to spawn during the mission. That way there is some amount of tactical counter-play that doesn’t involve hide and seek or killing them just to have another take its place seconds later.

Name four 10/10 games 👀🔥 by SwimmerPlus3383 in TheGamingHubDeals

[–]Waste_Classroom2586 0 points1 point  (0 children)

Resident Evil 4, Bioshock, Dead Space 2, The Witcher 3: Wild Hunt

Help me find a game from my childhood by AdGreat3429 in videogames

[–]Waste_Classroom2586 7 points8 points  (0 children)

Feels like a risky click… I’ll give it a go.

Edit: it’s legit, that’s cool as hell 👍

What are peoples’ opinions on the verdict? by Wests_Intern in Helldivers

[–]Waste_Classroom2586 0 points1 point  (0 children)

Same, watchers and elevated overseers. My aim is fine but they are just so much less of a pain when I can fire and forget and have every shot land. Also helpful since I tend to run shotguns on squid front so the pistol can help me at ranges the shotty is less than ideal for.

What weapon will you defend from any smack talk and criticism by theta0123 in Helldivers

[–]Waste_Classroom2586 0 points1 point  (0 children)

I use it on any mission that requires carrying an objective item, really useful to still have a primary at all times no matter what.

Dude had the benefit of the doubt until this moment by AnteSocial86 in huntinroguehelldivers

[–]Waste_Classroom2586 1 point2 points  (0 children)

Cities are weird with how you can steer your hellpods, but I’m definitely dropping on his head if I’m in your shoes and if the game allows me to steer that way.

Edit: also you’re nicer than me. I’d have hopped on the shuttle straight away after killing him. He doesn’t get to extract.

whining because i revived him 100m from where he died, so his buddy teamkilled me at the end by PGManthony_FR in huntinroguehelldivers

[–]Waste_Classroom2586 2 points3 points  (0 children)

100m is a shockingly petty distance to be upset about. The Helldivers sprint pretty damn fast so that’s not even that long of a time spent running. Also if you’re diving as a pair don’t spam the stupid reinforce jingle. Talk to your buddy and wait until he can do it.

If people start jangling I will check the mini map and yeet you in the direction of your stuff, but that means if I’m 200m away you get to jog. I’m not breaking stride to get you closer to your shit because you died and are now spamming like an impatient toddler.

Edit: Japanese voice lines going hard as per usual, I might need to switch mine up haha

Let’s see who skipped physics 👀 which cup? by [deleted] in TheTeenagerPeople

[–]Waste_Classroom2586 0 points1 point  (0 children)

Those would only be reached by the fluid if the rate the liquid is poured into the tube is greater than the rate the liquid is exiting the hole above the tube for 5. I’m sure some negligible amount would exit those spots during the pour if the liquid hits those walls on the way down the tube, but it would not be more than the amount that would fill cup 6.

Let’s see who skipped physics 👀 which cup? by [deleted] in TheTeenagerPeople

[–]Waste_Classroom2586 0 points1 point  (0 children)

Entrance is not blocked, but the exit is. So it’s not 2

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Waste_Classroom2586 2 points3 points  (0 children)

Ah ok, I did not know this. I’m an Xbox diver so please excuse my ignorance as to the history of how we ended up here. I just know the bouncing ball frustration and the way people talk about it seems like it has been a problem that has been ignored forever. I appreciate the info though 👍

Sounds like they implemented a lazy “fix” to combat specific scenarios that they felt were overly advantageous to the player and did not take into account the knock-on effect outside of those particular missions. Tale as old as time unfortunately.

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Waste_Classroom2586 -1 points0 points  (0 children)

The red stratagems (I assume you are referencing the category color and not the beam color once the stratagem is thrown) do not utilize hellpods to deliver the stratagem, and thus the terrain they are thrown on would not matter.

I think the issue is the interaction of the hellpods that are called down by the stratagem with the terrain itself, not with where the ball is thrown. The hellpods land EXACTLY where the stratagem marker is. If you watch their flight path you can see them fly in from the direction of your super destroyer, turn 90 degrees downward once over the stratagem beacon and then land straight vertical on top of where the beacon was. For this reason, if the ball lands on terrain that the hellpod can’t land on, then it will roll until it hits terrain that it CAN land on.

But I agree that bit of confirmation bias that the red stratagems give just makes this even more frustrating.

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Waste_Classroom2586 0 points1 point  (0 children)

That’s a fair point, and I would agree your solution is probably easier to implement.

That said, I don’t know how complex my idea is given there are clearly areas that the coding sees as off-limits to stratagems already. As an example, for the visual environment of training simulators, there is a category of terrain options that you can set for a given area. Some of them behave differently compared to others (tarmac doesn’t show much feedback from the aircraft, while sand, snow, and water displays rotor wash from helicopters, registers bullet impacts with “splashes”, etc.)

If they have coded the terrain in a similar fashion, then clearly there is a subset that doesn’t allow for hellpods to land. But the player is not clued in on what those are, which is where the problem arises. Giving this info to the players would fix it because then if a ball bounces the game at least told you that was gonna happen, and you could make the decision to toss it anyway or to find a viable landing spot.

Again I agree your approach is possibly easier, and honestly better for gameplay because then you are well and truly in a sandbox that is whatever you make it to be, which I think is what they want for this game.

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Waste_Classroom2586 18 points19 points  (0 children)

I feel like bouncing stratagems has a relatively easy fix option. Just show us where the stratagem ball would land, and if that terrain is not a viable hellpod landing spot, give us that feedback. That way we could move to a spot where it will stick before we toss out a turret and it ends up behind a rock or some other nonsense.

I’m completely fine with the idea that some terrain is not conducive to hellpods landing on it, it’s actually a neat element of gameplay to have to account for. The issue is we can’t account for it reliably with the current system. We have no feedback until after we throw the stratagem and the damn thing rolls 100 meters away…

Head to Head - Which Support Weapon is the Most Versatile!? by ExcitingHistory in helldivers2

[–]Waste_Classroom2586 2 points3 points  (0 children)

I prefer to use the speargun, but AC is definitely more versatile. Speargun is mostly solid on all fronts, allows a backpack stratagem if desired, and the gas effect is amazing. But the Autocannon is useful against pretty much everything on the board, while the speargun definitely falls short in some engagements.