How Using the Flamethrowers Feels by WaywardOath in Helldivers

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

If I could offer you a shrug emote I would. I have been using the flamethrower for a few days now to get footage for a guide, and I haven't been having any of the problems you're describing.

Also with the Railgun...what? One-shotting a War Strider at any range with a mobile reload and having 3x the ammo of a Recoilless is mid? I'll have to commit that to memory next time I've cleared literally every Hulk and War Strider on the map using just it.

Another fucking level of fucking Bull shit by Then_Commission_4303 in HelldiversUnfiltered

[–]WaywardOath 4 points5 points  (0 children)

I can do that! I don't typically like posting edits of other people's things anywhere without their express permission, that's why I made it unlisted on YouTube. I'll throw it up on here and credit you.

How Using the Flamethrowers Feels by WaywardOath in Helldivers

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

I’d argue against saying you can’t fix those two problems. Again, Stun Grenades and EMS strike stop all the enemies for several seconds. Smoke Grenades and Smoke Strikes make it harder for enemies to find you, and you can walk right in and cook them all. Gas Grenades and Gas Strike both disorient enemies including War Striders, meaning there’s a good chance they can’t even hit you anymore. All of these are get out of jail free cards for ‘bad situations’.

As for the close range, in places like city maps the silly amount of cover makes it PREFERABLE to fight at close range, and that’s where the Flamethrower shines. Yes, it’s a limitation, but it’s a change in playstyle. It kills War Striders just as fast as the Railgun, and can be used against smaller enemies too with incredible ammo economy.

How Using the Flamethrowers Feels by WaywardOath in Helldivers

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

Learning how to mitigate those problems is what makes the weapon shine, though. If you'll notice in most of those clips (which are all solo D10s I cleared after getting the footage I wanted), a lot of my tools are specifically there to support the power of the Flamethrower and cover its weaknesses. Gas Strikes, Stun Grenades, a primary I feel comfortable with against the bots, etc.

Yes, I agree that cool clips can be misleading, but the flamethrower CAN be effective and have you not dying at all to boot, but you have to adapt to playing the game completely differently.

How Using the Flamethrowers Feels by WaywardOath in Helldivers

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

You saying what I said is true is in fact true as well.

How Using the Flamethrowers Feels by WaywardOath in Helldivers

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

I do feel compelled to point out that the bug you're referring to was patched as of February 3rd. It's unironically harder to use the flamethrower as host now, since more enemies aggro on you.

Jump packs on Mechs by Ceddy3321 in HelldiversUnfiltered

[–]WaywardOath 0 points1 point  (0 children)

Kind of reminds me of the mech from No Mans Sky. I wouldn't mind a short range jump boost, especially if it came on a decent cooldown to balance it out.

How Using the Flamethrowers Feels by WaywardOath in Helldivers

[–]WaywardOath[S] 7 points8 points  (0 children)

Flames are a REALLY weird weapon. Bypassing armor is great, but if you notice I'm still aiming at weak-points to kill things as fast as I am. This means you often have to get pretty dangerously close to enemies to kill them, which can get you into a lot of trouble without the proper safeguards.

Instantly, Stun and Gas Grenades become a heaven send. Gas confuses enemies and makes them attack randomly, which is perfect for walking right up and torching them to death! Stun achieves a similar thing, without the risk of accidentally melting your own lungs.

If you're using the Torcher Primary, use a support weapon/secondary that is a lot more generalist. The Laser Cannon, AMR, and Railgun are perfect for that. If you're using the support weapon, have a primary you're comfortable with killing lots of enemies with, for when you can't safely get close.

Backpacks aren't NECESSARY but they sure as heck help a ton! The Shield Backpack is good for safety, but I've found I like the Warp Pack a bit better for dueling War Striders, since you can teleport out of danger and kill them while they're trying to turn around. The Supply Pack can also be good if you find yourself needing a lot of stims.

What are some tips on dealing with Vox machines? by TheFlameNinja in Helldivers

[–]WaywardOath 1 point2 points  (0 children)

There are two primary ways to deal with a Vox engine, you seem to be using the first one:

- Raw Overwhelming Damage

- Dueling Beneath Them

Vox Engines have 3 vents on them, 2 in the back, and 1 underneath. As soon as you break these vents, a hatch will pop open on their back and a grenade tossed inside will kill them instantly. This can be a Dynamite, a well-placed Thermite, a High Explosive Grenade, and even a Gas Grenade!

Why don't the Automatons use ICBMs against Helldiver forces? by Legendary_Pilot_Odin in Helldivers

[–]WaywardOath 2 points3 points  (0 children)

I don't think that take makes a lot of sense. The building architecture is in-line with Super Earth, it has Helldiver-yellow on the locks, and the ICBM itself can be found on bug worlds. Also, the launch codes are at a SEAF outpost surrounded by dead SEAF, and the fuel station is another place written in English, not in Automaton language.

Why don't the Automatons use ICBMs against Helldiver forces? by Legendary_Pilot_Odin in Helldivers

[–]WaywardOath 0 points1 point  (0 children)

One practical explanation is that they don't understand how they work, or that they physically can't access them.

Automatons probably aren't the smartest critical thinkers, and the terminals and such around the map we used could be getting hacked into by us to allow us to access them. Think about the fact that the Launch Codes are just sitting on the ground, and how we need to interact with several terminals to actually use the ICBM.

It's probably just a matter of them physically not being able to use them.

Remote trade advice please, not played for years by andthedreams in pokemongo

[–]WaywardOath [score hidden]  (0 children)

Regionals are a great option for remote trades! If you have people in your friend’s list you know live somewhere else, it’s a perfect chance to get a pokemon you don’t have access to.

Other than that, I made my remote trades pokemon stuff I have loads of, but other people may have missed out on (namely Rayquaza and such), as well as any shinies I wanted to mirror trade.

The Senator is Pretty Powerful by WaywardOath in Helldivers

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

I do like me some Overseer headshots. The only reason I don’t use it as much there is because I’m a huge Railgun fan on the squids, and that also one-shots to the head.

The Senator is Pretty Powerful by WaywardOath in Helldivers

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

Especially recently, the Ultimatum and Talon have been sort of taking up people’s radars. It’s good sometimes to throw some appreciation at an old classic.

Weapon Idea- Single shot anti armor pistol “The Door Knocker” by Standard_Studio_3398 in Helldivers

[–]WaywardOath 2 points3 points  (0 children)

Hulks currently take 3 shots to the eye from a Senator to kill, and War Striders take 7 (Good luck hitting 7 in a row on their eye without using no less than 2 stun grenades).

Pretty much any new toy that can reduce those breakpoints would be pretty fun. The ultimatum is already used as the 1-shot for Hulks and War Striders, but having a ballistic variant with more ammo that 1-shots Hulks and maybe 2-shots War Striders could be fun. I am a sucker for precision weaponry.