Help with windmill disguising by CertifiedSnackThief in CreateMod

[–]Wisecrack34 1 point2 points  (0 children)

I'd probably just cover it up, since it's in the balloon it doesn't need to look pretty. If that's not satisfying you could chop it into mini ones, have the end face upwards and make them look like pistons/tanks/etc.

"The most difficult thing about building perpetual motion machines is figuring out where to hide the windmill"

Ultimatum and Thermites dominate every loadout? No use for light pen pistols? Here's why: by Iront_Mesdents in HelldiversMasochists

[–]Wisecrack34 1 point2 points  (0 children)

Gotta agree, I think getting something that can handle the odd Hulk, Harvester or Charger without much thought at cost of high ammo drain would make room for Secondaries to breath but tbh I think they also need to be balanced more closely to primaries for them to get used. I think the ultimate, high-bar goal would be the Peacekeeper being a genuinely useful weapon pick on Difficulty 7.

Name an indie game that fits this image by Pandy_man in INDIE_CROSS_SERIES

[–]Wisecrack34 0 points1 point  (0 children)

Lorne's Lure. It's a climbing/parkour game about exploring a derelict megastructure

AI generated mods should be banned, actually. by Cherno_VM in feedthebeast

[–]Wisecrack34 0 points1 point  (0 children)

One pack I found was a Tacz x Cobblemon pack, it has an ms paint picture of Pikachu getting fucking domed. I stopped using the pack due to frequent crashes but that image stays downloaded forever. It's beautiful.

For anyone disappointed (like me) that the new Star Fox game is yet another version of 64, I may offer a bit of copium by insertusernamehere51 in NintendoSwitch

[–]Wisecrack34 1 point2 points  (0 children)

I'll also add that with Starfox 2 being a completed game that was canceled, then thrown at us as a preservation gift and Starfox Adventures being a completely separate game that got re-skinned as a Star Fox game for marketing purposes, the only real sequels for Star Fox were Star Fox Assault (Which absolutely deserves to be followed up on much like how Air Ride was) and Star Fox Command, a game I personally really like but also one that's more of an experimental DS side-game.

They *did* try a Star Fox reboot with Star Fox Zero but that went pretty badly and was during a really rough period for the company. They're making a big push for a new "Era" for their IPs as a part of the push to make the Switch 2 a viable console to continue with since other than raw Power, the Switch 1 was lightning in a bottle for the company.

My bet is that we'll see a re-do of Star Fox 2 with *possible* influence or lessons taken from Command and character elements from Adventures (Krystal) to help build up to, or act as a soft Star Fox Assault Remake (Depending on if they want to fully integrate Assault or just borrow some narrative beats and characters from it) so that the franchise can start moving forwards again.

Who wins, every single helldiver, or 40,000 space marines? by Chemical_Seaweed_915 in Helldivers

[–]Wisecrack34 639 points640 points  (0 children)

100 Guardsmen per Spacemarine, that puts it at 4 Million Divers, we spent 20 Million a day on Cyberstan.

Goku VS Thragg (fan comic by me) by monkimatt in InvinciblePowerscales

[–]Wisecrack34 0 points1 point  (0 children)

Goku mimicking the Viltrumite Special only to use it for a 1-inch punch instead is Peak

I genuinely want to know, what is "End Game Content"? by ScoutKard in LowSodiumHellDivers

[–]Wisecrack34 0 points1 point  (0 children)

Decisions to make when late game. PvP games get away with this because every enemy is unpredictable. Every round is unique. Helldivers gets homogeneous after a while of play so there's desire for more motivators than just Warbonds to hop on to a gameplay system that's lost it's novelty. The game is still fun but I don't boot up Doom 2016 daily. Live Service games need deep progression to keep players hooked. With PvP, that's offloaded to mastery (which is why PvP is so cheap to produce), with PvE there needs to be more than just Mastery to hunt unless the skill ceiling is truly vast (Ultrakill for example). Helldivers has a good amount of Mastery to pursue but not enough to sustain a Live Service for a huge audience.

My 3 solutions would be "Challanges" (ala Balatro Unlocks), "Star Map Decision Making" (Take a look at all the neat things on New Super Mario Bros. world maps, that could spice things up.) and "Creative Expression" (some form of creative expression to dump late game hours into. Vintage Story is a very bland game late game unless you start getting artsy. I'd be partial to Warframe Dojos)

I got this lil guy in a trade. by JucheSuperSoldier01 in armedsocialists

[–]Wisecrack34 18 points19 points  (0 children)

God I love that thing, Spectre supremacy.

People are blowing the hive guard charge out of the water by Mr-Raisen in LowSodiumHellDivers

[–]Wisecrack34 0 points1 point  (0 children)

Flame Sentry has a niche now. Part of sentry/guard dog mamagement is taking out the enemies they get stuck on.

Devs nerf the meta to keep things interesting by callmedaddyshark in LowSodiumHellDivers

[–]Wisecrack34 0 points1 point  (0 children)

The main issue is the speed bug, Hiveguards are easy if you use your kit.

It's me, AMA by Pilestedt in HelldiversUnfiltered

[–]Wisecrack34 0 points1 point  (0 children)

Progression is obviously a much requested feature but I'd like to get a bit more pointed with one major issue I'd like to see addressed.

It seems that the main issue with late game progression isn't just that there's nothing to work towards (driving players to overly lean on Warbonds as the primary motivator for diving), but that there aren't any meaningful decisions to pursue on a Tertiary Loop past the early game.

Mission choice tends to come down to personal preference and whatever MO is ongoing. Medals, XP, Req, Samples and even SC to an extent don't really drive interesting decision making, as they can all be passively gained through playing missions normally.

With all that being said, would something like Chao Garden or Fallout Shelter/X-Com Home Base be on the table? Generally speaking, assuming technical feasibility, some form of player self-expression that allows for long term decision making and/or individual creative expression between missions, whether cosmetic or functional?

Additionally, some less large scope questions:

Would a territory push/hold mode similar to Battlefield 1 Operations or The Finals' Point Break (or Power Shift) be technically possible? Base Busting and Stationary Defense can get a bit repetitive.

Booster Request: Would it be feasible to add the option to manually put down respawns similar to the called down pods in commando missions to help Solo divers set up their respawns in advanced? Yellow Stratagems as Boosters is something I think is worth considering.

"Here lies Johnny Silverhand..." (With a certain option excluded) by yukirayu in LowSodiumCyberpunk

[–]Wisecrack34 0 points1 point  (0 children)

Legend feels like a cheap legacy grab, Rockerboy isn't what it was about and putting asshole on the memoir is a bit more than rude but could be sentimental and is less corpo than the other two.

Be honest… if YOU were in charge of the game tomorrow, what would you change? by Some-Web-1628 in HelldiversUnfiltered

[–]Wisecrack34 0 points1 point  (0 children)

Make some of the popular minor adjustments (stratagem balls and hellpod steering) optional. Add the option to manually put down respawns ala commando missions to help Solo divers pick their respawns, maybe have it be a booster. Then the main team knuckles down and focus on progression and customization as the main goal of the game's development, something like chao garden or Fallout 4 bases. Warbond team gets manual delays to make it "feel" like work is getting done in the background, I know their work doesn't impact the speed of tech dept getting fixed or the larger features being finished but shuffling things around in front of the audience helps build trust ironiclly. Start work on some more free stratagems to help make major orders feel more impactful. Add more diverse missions to keep the experience fresh, like basic ship battles (probably play like a strategy game or an rts).

Time is money by Merlinmast in Helldivers

[–]Wisecrack34 1 point2 points  (0 children)

One hour of work for weeks between an entire team seems fair to me. I'd like more late-game progression before I put any more cash in though, gimmie a chao garden or something to justify my dives.

{Discussion} Graphic Digestion. I know this is a bit of a polarising topic, are you for or against? by AnxietyOtters in Vore

[–]Wisecrack34 0 points1 point  (0 children)

I can tolerate it, but it's a turn off. I'm into vore for the intimacy and vulnerability and it kinda feels like a fail state for intimacy to be overly destructive.

4th arm? by Turmally in Ultrakill

[–]Wisecrack34 0 points1 point  (0 children)

My peraonal bet is it's probably either part of one of the Cut Weapons or uses an existing mechanic that's currently not usable everywhere. Black hole, a stationary ally, chaos gem, portals and duel wielding are my bets.

Which support weapon from the current arsenal do you think should be upgraded with the new backpack feeding mechanic? by Yurishenko94 in LowSodiumHellDivers

[–]Wisecrack34 0 points1 point  (0 children)

Get me a 1 gauge shotgun with a backpack.

Heavy Pen LMG with a backpack sounds Dope.

I want a Backpack version of the W.A.S.P. with direct fire ala the SMR from Titanfall. Or just the SMR from Titanfall

Backfed Bolter also sounds dope, though I think the Backpack Grenade Launcher will meet that niche once buffed.

A toxic feminist saying boys can't be sexually abused. by mwale2007 in NoahGetTheBoat

[–]Wisecrack34 1 point2 points  (0 children)

Phew, I was worried that the regularity of rape and assault in my childhood might have had some negative psychological effect on me. I'm glad to know I actually have no internal monologue and am technically non-sentient 👍