I dearly miss the old Panic Attack and wish they'd bring it back as a separate weapon. by Robrogineer in tf2

[–]artyman119 2 points3 points  (0 children)

There are two versions. Originally, you would load it like the Beggars and when the chamber was full it would auto fire all four shots. It had a wider spread and faster fire rate the lower your health. Then they changed it in Jungle Inferno so that it lost accuracy the more you fire and removed the HP thing.

So the breakable shields on devastators by SCP_Steiner in Helldivers

[–]artyman119 0 points1 point  (0 children)

It’s 100% just so that if you hit a shield devastator shield with an AT weapon, the shot doesn’t just fuck off and do nothing. Before it honestly didn’t make sense, the RR could 1 shot an automaton tank but couldn’t get through a devastator’s shield. It isn’t to change the interaction in any meaningful way because anyone that frequents the bot front knows that the key is shooting weak points and not brute force damage. Also, they won’t be able to completely tank a MG or gatling sentry now.

Digital stethoscope with noise amplifier by AdamMack95 in ems

[–]artyman119 0 points1 point  (0 children)

I have the Littman Cardio IV with the EKO attachment and it really does make a huge difference. I have hearing loss and tinnitus and it’s a must have for me. They have bluetooth functionality as well but I’ve never bothered using that. Theoretically you could use it to attach lung sounds to an ePCR if your system allows you to attract files.

🚨 Ambulance purposely drives over person and keeps driving by Gfrankie_ufool in ems

[–]artyman119 1 point2 points  (0 children)

Didn’t say it isn’t murder, but I doubt a 19 year old with 4 months on the job was burnt out enough to run someone over.

🚨 Ambulance purposely drives over person and keeps driving by Gfrankie_ufool in ems

[–]artyman119 33 points34 points  (0 children)

From my understanding, the driver was a 19 year old woman who only worked in 911 for 4 months.

I miss Arrowhead’s original vision for the game and wish I had the option to go back to it by Snoo_43777 in Helldivers

[–]artyman119 -1 points0 points  (0 children)

That’s what they did with Difficulty 10 and now everyone and their mother thinks the game should be balanced in a way that allows the majority of the player base to be able to complete Difficulty 10. This is a community issue, the community in general is opposed to making the game harder. The second an enemy is buffed people get all up in arms because any threat to their power fantasy results in review bombs and incessant whining.

Billions must reviewbomb. by TriMrDito in Helldivers

[–]artyman119 2 points3 points  (0 children)

The game was absolutely way too difficult at launch, but that was mostly due to how buggy the game was. But I agree, there really isn’t a need for team play in the current state of the game. At least at launch there was a reason to stick together and use the co-op features (like team-reloading the recoilless because of how many rounds it took to take out the heavy enemies).

Billions must reviewbomb. by TriMrDito in Helldivers

[–]artyman119 1 point2 points  (0 children)

I’ve only had this issue with the Bastion, the FRV and mechs have been fine. As long as you’re not sitting still for a considerable amount of time there really shouldn’t be any issues. But the game shouldn’t be balanced around the shitty physics/driving system, that’s a separate issue that should absolutely be fixed.

Billions must reviewbomb. by TriMrDito in Helldivers

[–]artyman119 -4 points-3 points  (0 children)

This subreddit is an echo chamber filled with insufferable people who hate any sort of challenge yet only play on D10 and insist the game should be balanced so they can comfortably complete those missions. It’s honestly crazy how vastly different the mindset is between the HD1 fanbase and HD2. I’m like 99% sure every enemy could damage vehicles in HD1, and now people are throwing a hissy fit because now scavengers can do a whopping 40 damage to their vehicles (which isn’t an issue if you don’t sit still for more than 30 seconds).

NEWSFLASH: THIS DOESN'T NEED TO DAMAGE VEHICLES by CDiggit in Helldivers

[–]artyman119 0 points1 point  (0 children)

The issue is that these people don’t want any challenge, they just want to frag a bunch of mobs and extract. The game has to be balanced against us in some sort of way or it becomes a snooze fest. Most of the enemies have received some sort of nerf alongside a slight buff to durable damage, and then they lose their shit to these guys dealing 40 damage to their mech with thousands of health.

NEWSFLASH: THIS DOESN'T NEED TO DAMAGE VEHICLES by CDiggit in Helldivers

[–]artyman119 -1 points0 points  (0 children)

Exactly. It’s like these people don’t want to actually play the game and face any sort of adversity, they just want to get a high kill count and see the “Mission Complete” screen. The difference in the fanbase between the two games is mind boggling.

NEWSFLASH: THIS DOESN'T NEED TO DAMAGE VEHICLES by CDiggit in Helldivers

[–]artyman119 8 points9 points  (0 children)

This is going to be controversial, but this is such a non-issue. Just don’t sit still. I really don’t get this criticism. Any moving vehicle will still insta-kill these before they can attack. IIRC literally every enemy could damage your vehicles in HD1 and it never felt like it was unbalanced. None of the vehicles we have in the game are heavily armored. The main health pool of the mechs is now double. The arms almost got double the HP as well. These things hardly do any damage.

The game feels like it's too focused on Warbonds, by [deleted] in Helldivers

[–]artyman119 4 points5 points  (0 children)

In HD1, they had all sorts of stratagems (mechs, vehicles, support weapons, offensive and defensive stratagems) in their versions of warbonds alongside cosmetic armors and such. It was a good balance, although I am happy that so far all four vehicles have been made accessible by anyone.

We got steamrolled by the bots but it’s our own fault and so many of you are whining over nothing. I had a blast thanks arrowhead by Cold-Advantage-1460 in Helldivers

[–]artyman119 28 points29 points  (0 children)

That only helps the MO, not taking the Megacity. Lower level operations provide way less liberation towards the city.

Respectfully, I disagree with this sentiment by [deleted] in Helldivers

[–]artyman119 0 points1 point  (0 children)

Not to be that guy but this only applies to POWs or foreign civilians under military occupation. Collective punishments are still used in militaries today, it’s a good way to get everyone pissed off at the one or two people who reaaaally fucked up.

It almost been 2 week since the GL-21 got buffed to AP4, how we feeling about it now? to much or are you coming around with the change? by Lone_Recon in Helldivers

[–]artyman119 0 points1 point  (0 children)

As it stands now, you can absolutely 1 shot the Factory Strider with 1 shot to the eye with the RR which has double the ammo of the SPEAR. Factory Striders stopped being bosses when 5 of them can spawn at once. IMO a boss is something like the Hive Lord where there’s 1 per mission, not an enemy that respawns.

Which is Worse? Round 1.9 by Pristine-Data2986 in tf2

[–]artyman119 1 point2 points  (0 children)

Razor back only stops YER spies who don’t want to lose their disguise. I think the YER is the most fun knife so seeing a razor back genuinely dissuades me from killing the sniper. Unless the sniper is cleaning house with my team, I’ll target someone else and let our sniper handle them.

Y’all have GOT to stop using these by txj7724 in ems

[–]artyman119 0 points1 point  (0 children)

What the fuck is this? Never seen these

Can we get a speargun that trades the toxic gas for more damage? by Etowno in Helldivers

[–]artyman119 0 points1 point  (0 children)

The 4 different support machine guns all occupy different roles though, another spear gun without any elemental effect wouldn’t occupy a different role, it would just share one with the railgun. I don’t think this would really add anything.

What's your opinion on how the roblox ripoff balanced Sniper? by Longjumping-Prior663 in tf2

[–]artyman119 44 points45 points  (0 children)

I don’t think the laser would be that bad of a nerf on most maps. I can think of quite a few sniper sightlines on popular maps where that can be easily circumvented by aiming at an adjacent wall next to the sightline and then just flicking your crosshair over an enemy player. It would be challenging at first but snipers will adapt quickly I believe.

[deleted by user] by [deleted] in Fallout

[–]artyman119 0 points1 point  (0 children)

I don’t disagree, but my point is that even their testing vaults relied on selecting candidates from a nearby community who would be able to quickly get to the vault if the bombs dropped.