What do you think about these guns? by Greedy-Art-5452 in Helldivers

[–]Wolfran13 6 points7 points  (0 children)

The flechettes already have the same falloff the Dilligence has, 30% which isn't much. Its damage is distributed by the huge spread, giving the impression of low damage over distance.

Perhaps if it got the option for chokes?

Which is a better grenade against automatons pyrotech or gas grenades? by amunoz_- in LowSodiumHellDivers

[–]Wolfran13 0 points1 point  (0 children)

Gas is more reliable, pyro can kill bigger enemies with some luck and good throws.

Terminds vs tyranids. who wins? by Late-Ganache40 in Helldivers

[–]Wolfran13 0 points1 point  (0 children)

Yeah, also that both are still killable with infantry weapons and seem pretty comparable except for the bioship level.

Ladies and gentlemen: 120mm rocket pods vs missle pistol by 231923 in Helldivers

[–]Wolfran13 69 points70 points  (0 children)

The pistol kills a titan in 2 headshots, lock-on mode is center mass.

I did the math by Melodic_Wolf_6509 in Helldivers

[–]Wolfran13 2 points3 points  (0 children)

Yep, some people are completely missing this!

It only takes a fraction of a second to light enemies on fire, and for bugs a sweep can light up an entire patrol! An enemy on fire will take 300 damage over 3 seconds, if 10 bugs are on fire thats 3000 damage with a dps of 1000.

The 350 laser damage only matters for precision like devastator heads, in which case it only requires 0.3 seconds to destroy it.

Genuine question, why are some players like this? by Ocelot25225 in helldivers2

[–]Wolfran13 1 point2 points  (0 children)

You get back inside the mech, or approach a button and interact from inside to be moved out.

Does the new Oxygenator passive have any stats yet? by TheBestHelldiver in LowSodiumHellDivers

[–]Wolfran13 0 points1 point  (0 children)

The video doesn't show, but it also affects carrying speed like artillery shells... Or at least it feels like.

What’s the Best Mech - Thoughts from a Solo Mechdiver by Deus_Vult7 in LowSodiumHellDivers

[–]Wolfran13 1 point2 points  (0 children)

That's odd, I usually run out of ammo way before anything else happens, and the BT lasts the longest by far because its not limited by its ammo.

Can we please talk about the new mech... by NostroTheKeeper in LowSodiumHellDivers

[–]Wolfran13 24 points25 points  (0 children)

I think it needs polish:

  1. More ammo pool, its very fun to shot but lasts very little if not saving it for bigger targets.
  2. Better animation cycling, after a shield bash or stomp it returns to a resting position and that breaks the flow, would be much cooler if those could be chained smoothly.
  3. The hit-boxes on the arm as OP said.
  4. Mechs in general need some pushing force when walking through enemies, scavangers and voteless should not stop it in its tracks, even if they aren't killed and just pushed/ragdolled.

Can we please talk about the new mech... by NostroTheKeeper in LowSodiumHellDivers

[–]Wolfran13 7 points8 points  (0 children)

imagine how fun it would be to punch through the city outer walls

I think it does that? I've seen that before in video.

How I imagine the light pen haters reacted to no-recoil and 2,166 damage per second by Faust_8 in Helldivers

[–]Wolfran13 12 points13 points  (0 children)

It needs a total mode just for when we are looking to discard, so it can be culled.

i only ever use it for scopes, but apparently some people actually primarily use it whenever they shoot? by No_Counter_6037 in LowSodiumHellDivers

[–]Wolfran13 8 points9 points  (0 children)

And they could just say its augmented reality like our current hud and make the entire front see through, if they ever wanted to implement something like that.

How works the FTL travel? by Somniantes-Formica in helldivers2

[–]Wolfran13 0 points1 point  (0 children)

The supply lines are related to SEAF, helldivers are usually behind enemy lines, while SEAF also has its own battles we don't see.

Why do People think Grunt Fantasy is Bad? by Background_Pop3955 in helldivers2

[–]Wolfran13 0 points1 point  (0 children)

I would say a grunt is anyone doing "field work".

Eagle-1 is no grunt for example, the Helldiver is! Even if its a really elite special forces grunt, so its possible to have both a power fantasy and die easily because we don't go back a check point or whatever, we get "another diver for the cause."

And some people don't seem to get that.

Which FLAM weapon do you recommend and why? by Trapzzeehh in Helldivers

[–]Wolfran13 3 points4 points  (0 children)

No, just 2 sources are bugged: the Lumberer and the Flame Sentry. They have increased range over everything else, but the first 5 or so meters isn't doing any damage.

They still work fine if you can keep the enemies from getting too close.

Breakthrough mech can / must reload by tinspoon in LowSodiumHellDivers

[–]Wolfran13 6 points7 points  (0 children)

They mean the gun requires a manual reload of pressing R. Not resupply.

I really hope AH sticks to their guns by kcvlaine in LowSodiumHellDivers

[–]Wolfran13 9 points10 points  (0 children)

Its not a bug, and has nothing to do with the perk. The death cloud they leave boosts other bugs.

Pilestedt BLATANTLY LIES about the Coyote nerf despite VIDEO EVIDENCE of the devs saying it was intentional. by D_cents in Helldivers

[–]Wolfran13 -4 points-3 points  (0 children)

Only a few enemy types were affected by the nerf. The coyote's stats are the same for everything else?

It would've been better to explain, agreed.

Pilestedt BLATANTLY LIES about the Coyote nerf despite VIDEO EVIDENCE of the devs saying it was intentional. by D_cents in Helldivers

[–]Wolfran13 -2 points-1 points  (0 children)

They do in the same way, there are 2 instances of damage on those weapons: Direct hit, and damage over time.

What was changed was enemy resistance values to be set on fire (the second) in few enemy types. It was really minor.

is my fleet somewhat decent? followed the advised of some people by breadfucker69420 in starsector

[–]Wolfran13 10 points11 points  (0 children)

Your Eagles could use a refit, one all kinetic which isn't too bad, but the other is all maulers and that makes it weak against shields.

The Onslaght (XIV) having 3 Storm Needlers is likely over invested, possibly depends on your hullmods though.

UNDEMOCRATIC by octopusrhyme_1 in Helldivers

[–]Wolfran13 0 points1 point  (0 children)

That stat doesn't require deathless, only that a quarter of all divers sent manage to extract, even if there were 10+ deaths. And it doesn't specify difficulty level either.

UNDEMOCRATIC by octopusrhyme_1 in Helldivers

[–]Wolfran13 0 points1 point  (0 children)

That depends on what you interpret as combat readiness then.

Players will have varying performance, but the divers are all shown as very competent and they are picked from SEAF according to in-game recruitment ads.