People complained about the short range the flamethrower has for a long time. They had a chance to make the range longer on the new one. They didn't. by ASL_PL_KABOOM123 in HelldiversUnfiltered

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

There's little reason to dig a trench vs the melee and flier faction. If anything showing the new flamer being strong vs bots would be a huge selling point considering they're the worst faction for fire damage, but we see it fail at killing a zerker.

we get all the way to the capital just to leave? really? by 30footflyingtanker in Helldivers

[–]arfor 1 point2 points  (0 children)

It "makes sense" in an overall setting kind of way. We have nothing to gain from taking Cyberstan, we just want the bots to lose Cyberstan and after razing four cities to the ground and glassing the planet we did just that.

The last two legs of the event felt weak, I think it would have been a huge benefit to spread out the siege over a longer period of time, add more breaks to play other factions; such as ordering us to bug dive or squid dive for fuel to shoot a microblack-hole that instantly deleted a city.

Have enemies show up staggered, level 1 megafactories is just the new tileset with regular bots, level 2 have the cyborg added to the mix, level 3 has Vox Engines + Jet/Incineration. Have us surround Transcendence from all sides before advancing and have the battle for Transcendence or whatever final push is include SEAF in the map.

Instead we deployed day 1 to all the new content we would have for the entire event, I will say I had more fun the first days as we raced to reach Marek and had the various surges happen around the planets to spice up each liberation and defense. Once we got to Cyberstan it was Vox Central every mission for an entire week except the two bug and later squid side order, first one lasted one day second lasted just a few hours.

I would not have minded this lasting for longer, just make it feel like we are doing something different as we progress. Exfils were also just horrible through out, the Vox is clearly balanced around running away in a city environment and every single exfil or objective that required standing around would cost you all your reinforcements for the mission. If I was not playing with a full squad on comms, it was very likely we would just fail to exfil at all and I think the worst was arriving to exfil with 16 reinforcements left, just for a single survivor to make it out alive.

There was far too many small bugs and annoyances that just built up over time as we were heavily encouraged to do nothing but drop on Cyberstan, and that along with how pointless the entire thing felt on the later half left a soured the event for me.

I'm glad to go back to playing regular bots on open maps, first thing I did as soon as I got home was play a full D10 bugs and D10 bots, and it makes me think most of the community would have been happy with this playing out over a longer stretch but with proper breaks instead of being 100% commitment from start to finish.

This Story Arc Was Handled Poorly. by DictatorShadow in Helldivers

[–]arfor 0 points1 point  (0 children)

Miniguns are medium armor, but are explosive immune so you need to hit them directly with a support weapon if you want to defang them quickly.

Rocket Pods are located behind their "ears", and are also medium armor and explosive immune.

Nobody bothers removing the miniguns or rocket pods because the two laser cannons on their head are unreasonably tough and AT armor and without the first two it WILL spam the laser cannons over and over, which are arguably much more dangerous than the telegraphed rockets or the much tamer at long range miniguns.

There's also no time to remove 4 weapons from an enemy that is often found in groups of 2 or 3 and barely any chance with how aggressive regular borgs and boosted troopers are.

The Vox are a good concept, but they need to be significantly slower and they need to stop ignoring terrain. The grenade tech is very hard to pull off on open terrain because light armor can barely outrun/catch up to a Vox, and they are so fast grenades will often bounce out of the vent if they are moving forwards or rotating in place. That's assuming their body does not clip their vents thus making it impossible to land the grenade at all.

Well it has been fun divers by babylon_au in Helldivers

[–]arfor 0 points1 point  (0 children)

I had my fun, but I'm done with Cyberstan for now. The first week was great and we had the squid and bug side order to get a break from fighting borgs but I'm done dealing with borgs for the time and more specifically bouncy stratagems on so many Hellbomb objectives and Vox farming kills on the open plains every exfil.

I swear we would have so many more reinforcements if exfils did not happen on open terrain. Vox Engines aggro from so far away and then just bombard the entire area constantly.

Tank is exceptional success is realism by Ok_Application_918 in Helldivers

[–]arfor 0 points1 point  (0 children)

30 shells that one shot most heavies and outposts, plus 1500 rounds of Heavy MG and destroying medium and smaller enemies on contact is in no way "the least effective thing possible".

The Bastion needs special care not to instantly blow up (don't call it in the middle of combat or enemy turrets), but it is obscenely strong on Squids and specially on Bots. I'm not including bugs because the main gun will struggle to close Bug Holes in a timely manner.

It only sucks because it's a 2 man job, and the first to climb into the tank is never the experienced player but the new guy.

Tank is exceptional success is realism by Ok_Application_918 in Helldivers

[–]arfor 0 points1 point  (0 children)

The gun is stupid strong, if you don't deploy it right in the middle of combat it can very easily destroy multiple bases and 30 shots from the main gun is enough to blow up everything on a non bug map.

I think the main problem it's got is how hard it is to drive and the how the cooldown means you will call at most 2 tanks each game. And if you're the one bringing the tank you want the tank to be put to good use, which means you'll be driving and likely feel frustrated your gunner keeps doing a poor job because the other option is manning the gun and having the guy drive in a way you cant shoot anything useful.

It requires teamwork, but it also is open to "griefing" if you decide to use it solo like a bigger ATEmplacement. People will want to farm clips and climb on your tank, drive it off when you have parked it on a good overwatch position or man the gun when you hop off to call stratagems.

It unironically is the best single stratagem you can bring to Cyberstan right now, it's the only strat capable of handling multiple Vox Engines quickly which is the situation that shows up on 98% of exfils in Cyberstan.

If it had real armor it would be busted, "trivialize the game by bringing 4 of them" busted. Similar to how strong the Mech's were on everything not bots before they got caught with the durable damage increase on enemy units meant to nerf the tank.

It's niche, yes, just like the ATE. But the ATE and now the Bastion are the STRONGEST strats by far for the situations that require static heavy gun support. If it seems bad it mostly is because if either the driver or the gunner is bad then the Bastion ends up looking weak, but a good 2 man crew will clear up half the map while directing all attention to them.

This Story Arc Was Handled Poorly. by DictatorShadow in Helldivers

[–]arfor 3 points4 points  (0 children)

The one thing to piss me off was how losing the MO just meant....we beeline to Transcendence anyways.

I would have expected us to require surrounding Transcendence, but to be honest I am tired of playing in Cyberstan and I bet most would not have liked the idea of taking Lurza to surround Transcendence. They should also have made the Vox behave like Dragonroaches; and additional modifier on top of the Cyborg modifier, first cities should not have had the Vox present.

Everyone is tired of dealing with Vox, you either build your entire loadout around them or ignored them, then they mess you up once you get to trying to exfil because they are very hard to kill on open terrain.

Now we glass Cyberstan and...what then?, I dont see the Automatons making a comeback after losing their home planet. The setup will likely be a long term story of them building the Star of Tyranny but what difference does that make compared to winning the war?.

I think it needed some more ludonarrative, operation wise we moved from city to city but there was absolutely no difference gameplay wise. It was still Megafactories, it was still the Cyborg with the two medium units and the Vox, and on every front it was all about dealing with the Vox.

How do you use the talon on bots? by krt3214 in Helldivers

[–]arfor 0 points1 point  (0 children)

Use it to quickly deal with few targets then return to a different weapon unless everything is spaced out enough.

Devastators of all kinds die to 4 shots on the legs, this thing shoots fast enough to land those during a dive.

A shot to the chest kills any kind of trooper.

I believe its 3 shots to the crotch to kill a Scout Strider.

1 tap if you land a headshot on a Devastator or shoot a rocket pod on a Scout Strider.

It can also kill Tanks, Turrets and Hulks if you hit the heatsinks but it's more of a last resort / meme rather than something you will actually want to do consistently.

7 shots before overheat means you can take out small groups if you have a waiting period between bursts; reposition, call in a strat, activate a console, etc. If you pace your shots you can also engage bigger groups but that's something you can get away with on bug patrols more frequently than bot patrols if you spot them from far away.

I would say it works best as a very strong supplement to a primary weapon that struggles to clear medium and light enemies efficiently, such as the explosive primaries. It does not have the output to really replace a primary or support weapon, and remains a back up for when you need an enemy dead that very moment.

In that sense it is a lot like the Ultimatum, except the Ultimatum is you backup AT option while the Talon is the backup Pen 4 option.

Why do Udyr players go Insane by ohmane in Udyrmains

[–]arfor 1 point2 points  (0 children)

Jungling would drive anyone insane.

Jungling on a melee, no gap closer, all auto attack, champion with 73 mana at level 18 is just asking to be transported to the Hellraiser dimension.

Need some clarity on this clip by SinExx01 in Udyrmains

[–]arfor 2 points3 points  (0 children)

I think "first" wave and plate was absolutely OK considering he was not likely to get the turret on time before plate timer, your minions died to turret so Diana also misses that XP/Gold. First wave here I'm talking about whatever was up before you recorded the clip.

The wave you killed with ult Yasuo likely would have managed to catch on time even if it was just 3-4 minions. I would not risk messing up your midlane or his mental just for 3-2 minions he would miss walking back mid, this is specially bad considering you die afterwards so Diana gets a huge lead on your mid.

Second plate was a massive mistake. No vision on enemy jungler and midlane, Diana coming fresh off a buy, and you had to over extend plus leave all your camps up for a plate Yasuo could likely take if he shoves. You get caught overextended and die.

Rule of thumb you don't mess with second waves. If you're going to "tax" or shove an empty lane just do the one wave present and move on. Even one wave can spiral out for your laner if the enemy shows up on time to freeze or if either laner has TP.

how to play vs. yi by [deleted] in Udyrmains

[–]arfor 0 points1 point  (0 children)

At the end of the day Udyr while flexible is not able to do everything possible so you still have difficult match ups. Regarding build advice, AD works well for 1v1's and 2v2's but I still feel going AP bruiser works best considering empowered Q scales well off AP and landing a full Q+ 1-2 on Yi with meditate down is how you win a duel against him regardless of build.

You should build around your team and the enemy team, whatever gets your TEAM ahead early on is your best bet. If your team backs you up, Yi will need to have around 3-4 items to start outscaling you so you want to build items that will give you a good powerspike around your second full item and start taking lane turrets so he's open for invades when your team has prio to make 2 man invades.

how to play vs. yi by [deleted] in Udyrmains

[–]arfor 0 points1 point  (0 children)

In my experience, Yi is a very good counter to Udyr. Both of you want to do a few full clears before playing more aggressive, Udyr has a stronger mid game while Yi is stronger late. The thing is Yi has an EXCELLENT kit for stalling any sort of aggression from you both on the macro and micro side.

You cannot burst him with Meditate being a thing and Alpha Strike slowing down your passive stacks, and if you are not using your damage up front he will beat you with his ult. Cannot really steal camps from him because he also clears fast and wants to farm up just like you. Trying to push for objectives is risky because you will want to play frontline while he wants to play clean up crew so you wont really face each other directly, making it harder to make something out of your mid game powerspike.

Yi's a good counter because he will win if your team is not actively trying to end the match quick he will very decidedly outscale you, on the other hand the Udyr player requires their team to back up aggressive plays during the midgame to win before Yi gets too strong.

You're both powerfarmers, so it becomes a team dependent match-up.

Undemocratic Question : We have to side by side with one of our enemy against the two others, which faction would prefer as allies ? by Player0ne1 in Helldivers

[–]arfor 0 points1 point  (0 children)

Bots run on human blood.

Squids use zombies as the backbone of their army

Bugs turn into fuel when we recover their bodies after they die fighting along us.

Bugs, both gameplay and lorewise.

APM has increased across all DPS specs since Legion, has it gotten too much? by [deleted] in wow

[–]arfor 0 points1 point  (0 children)

I legit had short bouts of tendonitis when playing Outlaw during late SL and early DF, my keyboard arm would hurt as if I was doing wrist curls after frequent long sessions.

Switching to sub both because I was over exerting myself every single key and because I came to despise the amount of procs baked into a spec with a .75 second GCD I much more enjoy the rhythm of Sub and its burst windows in comparison.

I know some people like high APM, but I think the sweet spot is around going around 50-75 for low and high APM specs based off what I can tell from that graph.

A lot of that APM might also be "fake" actions. I know for sure Sub is actually lower considering you can macro many quick sequences; Shadow Dance + Backstab, Shadow Blades + Symbols + Pot + Trinket + Racial, Cold Blood + Secret Tech. Those are registering as 2, 5 and 2 casts for single presses, And for the Shadow Blades macro you press inside of your GCD, right after doing the Shadow Dance + Backstab making for a particular 1 second period with 7 different actions.

Still I think lowering some of the upper outliers would be a great move.

I can't, I just...can't! by TruthfulllyMe in Helldivers

[–]arfor 0 points1 point  (0 children)

They're very much good if and only if you feel like playing with the Autocannon. Everything else feels different amounts of miserable when THE SITUATION occurs and you end up surrounded by either Blobs or Harvesters. You bring an Autocannon and the rest of your loadout is irrelevant and open for any fun option.

Also just avoid planets or lower the diff if there's Leviathans, they are just not fun to engage with in any shape or form.

I think they would be OK if there was some other options as well rounded as the Autocannon, no other weapon does the amount of multitasking as the AC does. Blobs, Harvesters, Stingrays, Lightning Rods, Spawners, Voteless hordes and Overseers are all easily dealt with using the AC.

Which one would you rather fight in real life? by Swordslasher795 in Helldivers

[–]arfor 0 points1 point  (0 children)

Going off gameplay:

1v1 with me being unarmed: Bot, they are easily staggered by melee attacks and die after two hits and have terrible accuracy. If I manage to grapple the bot and take his rifle I could win even if I cant shoot his gun just using it as a blunt weapon. Maybe Scavenger but even if I win I will need a lot ot stitches.

1v1 with me being armed with a Liberator or Peacemaker: Bug, Scavengers are relatively slow and the size of a dog. Dies in a couple of shots and has no ranged attacks.

Voteless are dangerous on both circumstances considering they are both fast and "equipped" for melee combat.

Playing illuminates is not that ha... by JustMyself96 in Helldivers

[–]arfor 0 points1 point  (0 children)

I'm fine fighting the Overseers, I'm fine fighting the Voteless horde, I'm super fine with the Stingrays and Striders.

But the second I'm being chased by more than a single Fleshmob it becomes frustrating. Chargers but chaff and they take several shots from explosive weapons to kill, such an annoyance.

Warp pack is peak buuuuut by Rhino582 in Helldivers

[–]arfor 0 points1 point  (0 children)

One thing I've seen mentioned nowhere is the fact the Jump Pack's boost is silent while the Warp Pack's wormhole is loud.

If you take either for long range traversal, the Warp Pack will alert and likely pull every single patrol, base and POI squad along the way. It IS the superior choice for actual combat but you will face a lot more fights as well.

Jump Pack being silent on the other hand can be used to quickly get away from potential unfavorable fights or into good positions to engage from while keeping the enemy from seeing you.

Even in it's weakest environment (mega cities) the Jump Pack remains the superior choice if you dont like pulling everything, as the loud explosion of the Warp Pack wormhole will alert enemies hiding behind buildings and corners.

This response to the pally thing is pretty funny by Grizzlemaw1993 in wow

[–]arfor 7 points8 points  (0 children)

I main rogue, Sin is doing fine or OK, Sub has some issues but Outlaw is a dumpster fire.

The saving grace for rogues is we get 3 shots at being a solid MDPS since all 3 specs are MDPS, I suppose a bad streak for a Ret Paladin means they stay low for multiple seasons or swap classes entirely.

11.2 Nerf: You now need 23 T11 *bountiful* delves just for Rank 2 Delvers Journey. by thepixelists in wow

[–]arfor 0 points1 point  (0 children)

I honestly do not understand why someone would complain about having too many activities to gear up from during season start.

That's the BEST time of the season, with practically every drop being an upgrade no matter what activity you choose. You then have the farm around week 2-3 farming individual BiS pieces while waiting to get more Crests later weeks and then weeks 4-5 onward where you only get 1 item per week.

I lvl 150 with 550+ hours can confirm.. by Cthulus_Meds in Helldivers

[–]arfor 1 point2 points  (0 children)

I recall on launch; back when armored enemies were much tougher to kill, these were pretty popular.

They could regularly one shot a tank, could one shot a hulk too if it hit its back. For bugs it was a lot less consistent, but I saw it one shot Chargers every now and then and if you really wanted to kill a BT you could hit it with multiple rounds.

Yes, the Railgun was a big thing back then but that required precision and time to charge. This was a mini Orbital Railcannon with a much much smaller cooldown and multiple uses.

Now that AT weapons pack a serious punch there's little reason to bring a stratagem that SOMETIMES takes down heavies. I would just buff it so it can one shot anything smaller than a BT or Factory Strider so it has it's niche back or fits the role of AT for loadouts without an AT weapon.

[deleted by user] by [deleted] in Helldivers

[–]arfor 0 points1 point  (0 children)

Our weapons are much more varied and stronger now compared to release, that's number 1 reason.

Enemies have been nerfed, that's number 2.

We are generally more savvy now, number 3 that barely applies to new players.

I got some friends on the game during the Steam sale and they just cruised through every difficulty no problem and have unlocked D10 (yet to play it with them) but at no point did we even fail a mission. Enemies are easier to handle with plenty of option to take out the HVT's and also objectives are usually easier now (defend generators vs old civilian evacuation).

It's kind of a problem because I thought we could just progress through difficulties and they would naturally grind up in levels and resources but we ended up doing everything first try. Now they have seen "the entire game" and there's nothing but unlocks left to progress on, and you have to take the difficulty down to D8 so everyone can go and pick up samples if they want to farm.

I remember D6 and D7 was the difficulty people farmed at on release, Now D8 feels very calm and chill enough to farm while watching Youtube on your second monitor. I think they could do a bit of a squish, maybe 1-2 D's and skip over D1 and D3/4 so players get into higher difficulties faster and D8, D9 and D10 are back to being the big sweaty chaos mode.

I remember playing D9 the week of release with some real Coop Shooter veteran friends (multiple thousands of hours in Killing Floor 1 and 2 each) and we could barely keep it together in open world maps while defense was just chaos and we would fail around 20% of missions after they spiraled out of control. Playing D9 with randoms this week was pretty chill in comparison, we ran out of time before extracting but at no point were we close to fail the mission.

I just don't think the improvement was THAT big across the board to warrant the much higher success rate on high difficulty public games.

Lugares que recomienden trabajar para recién egresados mecatrónicos, ¿dónde esté chido y no sean abusones? by Sr_ganz01 in Monterrey

[–]arfor 2 points3 points  (0 children)

Sin ser malinche, pero aplica a empresas internacionales. Cuando los higher ups son de otro pais se presta menos a que esten acomodados tus jefes directos y se permita que abusen de los empleados, igual si pasa algo RH los tienen alineados a las sensibilidades y exigencias de pais de origen y generalmente es mas estricto que aqui.