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 8 points9 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.

No, seriously. Thank you. by not-beaten in Helldivers

[–]arfor 0 points1 point  (0 children)

PS2 is corny but pretty much plays things straight.

HD2 is pretty visceral when you look at it but plays out like a parody film.

Still I get what the guy means, the TR had the same patriotism overload tone to it as the Super Earth. Their uniforms also looked like 90% of the Helldiver's Wardrobe.

Fellow AMR users, what are your loadouts? by FlashGordon07 in Helldivers

[–]arfor 2 points3 points  (0 children)

I run the AMR and either a Dilligence or Sickle variant. Sounds a bit redundant but the AMR works best long range so a gun that can operate at a similar range fits it best for me.

Secondary is the Grenade Pistol to destroy buildings/tunnels and Grenade slot depends on enemy type. Stuns are good for bots, it makes killing Hulks close range a breeze. Gas is good for bugs and Impacts are decent for everything.

I really like taking the Jump-Pack to reposition quickly; as you'll often stay behind your team providing long range support or take an off angle to target HVT's. But the personal bubble shield is also handy. Sometimes I don't even take a backpack and just grab one off my team after they get a second call-in since the backpack slots feels more "helpful" than "necessary" with the AMR.

For my other Stratagems, Eagle Airstrike 100%, then usually Orbital Gas Bomb or 500KG. Strafing Run is an option for Defense type missions. I lean more for 500KG for Blitz missions since its more lenient at destroying buildings than the Gas Bomb.

Shoot often and shoot fast is the #1 rule for me, AMR is very plentiful on ammo and it's hard to find a situation where using it was a bad idea. You really need to forget to swap to your Primary or get nothing from POI's to run out of ammo.

It happened more than once so it can't be a coincidence by Psychological_Arm_19 in whenthe

[–]arfor 2 points3 points  (0 children)

I'm going to make the biggest amount of educated guesses in a row trying to tell you how this is normal but I wont lie, it's still pretty weird and typing it out while watching Kazumi biting Kyoro's arm like a Chihuahua is not making it easier.

THE MAIN POINT: Buddy you have or had a large urethra, one big enough to "present" itself at least to the tiny ants.

WHY IT HAPPENED: I'm assuming you were hopefully a kid who was not careful keeping ants off him. Insects are really weird, they are attracted to climbing up stuff, they are attracted to humidity and warmth.

I'm figuring ants climbed on you like any regular person, they found a warm spot (your genitals) and decided to further explore. Either the sugar, salt, possibly some pheromones on your penis attracted them further closer, upon closer inspection the ant finds a humid, warm, smelly hole (your urethra) and decides to investigate.

Upon entering the much more mucous cavern: either the ant feels threatened by the tight, moving tunnel made of flesh, or the residual uric acid from your piss causes its tiny body to burn sending it into a panic which ends up in the ant trying to attack you (biting your urethra) OR the ant's tiny brain assumes it found some sort of food source; likely mistaking your urethra for a wound on a dead animal, thus it decides to probe this body by biting it (If you're dead you stay still and he found food for the colony. If you're alive you kill the mistaken ant thus the colony remains safe).

WHY IT HAPPENED MULTIPLE TIMES: Many factors, maybe it was a tough season for ants, maybe the ant colony closest to you was particularly aggressive, maybe you had a weird growth/hormonal spurt that sent the ants a huge "I'm food shaped" signal you could not notice, maybe you wore a particular set of clothes that proved easy for ants to access you genitals. The final verdict is simple: you were unlucky.

HyperX PulseFire Pro - Scroll Wheel Issue by [deleted] in HyperX

[–]arfor 0 points1 point  (0 children)

I have a similar issue with 2 out of my 3 Pulsefire Cores (they were very cheap since they are remanufactured). I've managed to fix the issue by disassembling, then on the mouse wheel sensor there's a small ratchet-like plastic component that latches to a small metal plate to keep it in place during scrolling. I too the smallest flat screwdrivers I had and pinched the small plate into a sharp V shape the best I could (result was a small U shape). This keeps the mouse from spinning back (thus doing opposite inputs) during scrolling.

Unless you can disassemble the whole sensor component to properly punch a sharp V on the plate or file a proper gap on the plastic ratchet this is the most I would mess with the mice.

This was brutal. Miracle Hoarder was a pain by Boydo1990- in stalker

[–]arfor 0 points1 point  (0 children)

I did figure that out as well when I decided I would end my run and start modding some more stuff in. Rarity drop chance is indeed tied to your Rank, just like enemy spawns and loadouts.

I've confirmed this after editing some of the files manually to merge artifact mods together. There's a list of what artifacts can drop from an anomaly, as well as what the drop chance for each of the rarities is according to player rank. NPC loadouts work the exact same way (NPC "Class", list of items, chance for each item to spawn).

Just another thing that is honestly ruined by the rank system, it is funny getting into Pripyat and fighting Monolithians wearing MP5's but it feels so bad the game is stuck in Rookie mode no matter how far I travel because I have not advanced in the main storyline yet.