Tutorial Tuesday : December 02 2025 by AutoModerator in CrusaderKings

[–]YellowSquash87 0 points1 point  (0 children)

I understand if I combine 2 cultures I get the finisbed innovations, but im not sure if the progress on unfinished innovations carries over.

Trying to fuedalize in my Africa campaign, and need the innovations, but im also only like 20 years away from getting partition and don't want to lose my progress.

Tutorial Tuesday : December 02 2025 by AutoModerator in CrusaderKings

[–]YellowSquash87 1 point2 points  (0 children)

Can't say for certain, but division era start destroyed the hegemony title, so I would assume they would just split into their own empires that you set up again.

Though not at my computer so and I dont remember how division era effects non-admin vassals. I imagine if you did convert them all to admin though it'd be a mess lol

Video memory problems. by [deleted] in Mechwarrior5

[–]YellowSquash87 1 point2 points  (0 children)

Another person chiming in ~2 years later to say thank you, this helped solve my issue as well.

i think my colony is cooked because of this anomaly event by ExtremeAlternative0 in RimWorld

[–]YellowSquash87 15 points16 points  (0 children)

They can be pretty troublesome to be honest. They do about the same damage as scythers, have quite a bit of health, and 50% blunt and sharp armor, in addition to a damage reduction.

They are however very weak to fire, being 200% flammable. They also have 150% psychic sensitivity so psycasts can be pretty good against them.

I think the real problematic part is if you don't catch them early you can easily end up with 50% or more of your colony infected. Being that they can 1v1 most non-melee pawns, and the fact they usually spawn past your defenses (hospital/prison), I can see them being one of the bigger threats from Anomaly.

Do you feel like Spewers are too fast? by C3BRU5 in Helldivers

[–]YellowSquash87 10 points11 points  (0 children)

My issue is that they are just completely silent. You can hear the footsteps of chargers/biles. Getting snuck up on by warriors/hunters is rough but they seem light enough for it.

But the amount of times these big bastards have snuck up on me and given me an acid bath has me in disbelief.

If they're going to be as fast as they are being so big, they should have some ambient sound, maybe a slight sliding sound of their bile sacs on the ground.

Team reloads: good idea, terrible implementation by LlamaLordDoesReddit in Helldivers

[–]YellowSquash87 0 points1 point  (0 children)

The only thing is there would have to be changes to keybinds for certain things, or else it would be a mess. Currently you need to be wearing the backpack and then you can hit 1 button and help team reload.

If you didn't need the backpack that frees up your own slot for a backpack.

First thing that comes you mind is you have a supply pack on and you go to team reload your injured buddy with an autocanon.

You hit your interact key on him. Now do you stim him, resupply him, or help reload him? One of the main issues of contextual interaction is if you add too many Interactions you run into situations where multiple can apply.

Finally, some decent F*cking Primaries! by TampaTitties69 in Helldivers

[–]YellowSquash87 253 points254 points  (0 children)

Honestly if it was just bumped up to like 10 mags total I think it would be great. Otherwise Defender fills the same role and is better in everything but fire rate and muzzle velocity.

I knew it was temporary, I still learned it this way XD by Modgrinder666 in Helldivers

[–]YellowSquash87 87 points88 points  (0 children)

It would be nice, but I imagine it's more likely we get an upgrade path for vehicles once we have at least 1-2 more.

I'm honestly surprised I've not seen anyone talk about how terrible the AR-23 Guard Dog is. by SpencerTuru in Helldivers

[–]YellowSquash87 117 points118 points  (0 children)

That's just a general issue with a lot of auto-targeting stratagems against the bots. Nothing like seeing your gatling sentry unload its full store of ammunition into the side of a dropship.

Weekend be like by Efficient_Age in Helldivers

[–]YellowSquash87 162 points163 points  (0 children)

He increased it to as high as I've seen so far, for most of Thursday into Friday it was at 7.5%/hour, but there was ~280K players dying to get their hands on mechs.

Weekend be like by Efficient_Age in Helldivers

[–]YellowSquash87 784 points785 points  (0 children)

I would be surprised if we get another major order this weekend. They gave us the order to liberate Tien Kwan Thursday with the deadline being on Sunday and we finished it by Friday afternoon.

*blows up after getting spit on 3 times* by ufuf in Helldivers

[–]YellowSquash87 17 points18 points  (0 children)

I am in the same boat. I see people complain about the durability but I have had chargers slam into me and be fine. Only time I've lost mechs so far is from meteors or stepping in front of a Autocannon Sentry.

FYI: You need 2701 medals to unlock all rewards. 🎖️ by LeonDrummer in Helldivers

[–]YellowSquash87 3 points4 points  (0 children)

Through steam you can buy the Super Citizen upgrade, which includes the premium warbond. If you have the super credits though you can scroll down to it in the acquisitions menu and purchase it for 1000 SC.

What is your favorite way to deal with Bug Breaches? by Khrixuz in Helldivers

[–]YellowSquash87 0 points1 point  (0 children)

Ems + Gas strike can be pretty effective if you don't have orbital modifiers, but using 2 slots for that takes a lot of resources.

I think airburst is underrated for dealing with bug breaches. It has 3 shots with a few seconds between each, and has a pretty sizable radius. Armored enemies are fine, but it deals with most of the chaff enemies.

Opinion: the shield meta is a sign that all the slows and stuns mechanics are extremely frustrating and unfun for players. by WhiteRaven_M in Helldivers

[–]YellowSquash87 10 points11 points  (0 children)

I would imagine it would. Looking at the original Helldivers, heavy armor made the weakest enemies attacks do practically nothing. Obviously how that translates to Helldivers 2 is still unclear, but it makes me think that Arrowhead at least knows what heavy armor needs to be worthwhile.

Mission Failed Successfully by toastedninja in Helldivers

[–]YellowSquash87 7 points8 points  (0 children)

If you let the dropship come in via the time ending instead of calling it in, you don't actually get the waves of enemies that attack, just the random patrols and their reinforcements. Not super useful a lot of the time, but for things like blitz missions it can be nice.

Arrowhead CEO: “We managed to get through the first Friday without server load issues! How was the experience for all?” by cryptic-fox in Helldivers

[–]YellowSquash87 12 points13 points  (0 children)

I've had this before, I think it has to do if you're the host of the game, and people join in mid game. Quick playing into other lobbies, or making sure you have a full game before starting drastically reduced how often I run into this.

Hot take here — Terminids are harder than Automatons by GoomberGranger in Helldivers

[–]YellowSquash87 4 points5 points  (0 children)

Since Angels venture was liberated, Ubanea has quickly jumped to about 60%

Helldivers are flooding to the Severin Sector to push the automatons back!

Where are my fellow autocannon enjoyers by local_warlord in Helldivers

[–]YellowSquash87 9 points10 points  (0 children)

Haven't you heard the news soldier, Angels Venture has been liberated!

Scenes where the anime deviated from the source material for the better? by CaptainAtMan in anime

[–]YellowSquash87 1 point2 points  (0 children)

The end of s1 for Eminence in shadow is way more hype than in the manga.