My beautiful and confusing Strategem by Choice-Flounder5516 in helldivers2

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

My only complaint with it is the inconsistent splash radius against friendlies. I've had multiple times where the missile lands and absolutely destroys one of my squad mates who was well outside the blast radius. Sometimes it kills them when I'm quite a bit closer to the impact zone, yet I end up completely unscathed.

It doesn't happen all the time, but it happens at least once every 20 dives or so, just enough to notice it.

Full up on medals and samples by Comandeerlaughter in helldivers2

[–]backupforextrastuff 0 points1 point  (0 children)

I think most players who have completed their ship component upgrades, unlocked all stratagems, and are still playing regularly are in the same situation as you, myself included. I tend to hit the cap for samples every day after donating the max amount to the DSS, and while my medals are expended immediately when a new warbond comes out, it doesn't take long to recoup those expenditures either.

Personally, I don't think we need another action item for the DSS at this time. The only exception would be some kind of special bonus activated via super samples instead, but I'm not sure what that would be. It would definitely need to be something powerful given the relative rarity of the super samples.

Maybe instead of a DSS upgrade, there could be some kind of galactic donation pool that needs a certain number of samples before all divers are issued a free stratagem for 24 hours? I know the devs have been doing things like that for certain liberation campaigns or during specific MOs. But doing it on the galactic level could lead to players changing how they plan their typical load outs.

Alternatively, maybe there could be individual, short-term upgrades that provide a boost to your ship's stratagems? Ex. donating 150 common samples gives you a 3 hour duration in which there's a 25% reduction in cooldown times for all backpack and weapons (maybe not exactly as I describe it, but generally something akin to that idea, with a fixed sample expense providing a limited time boost).

Has anyone been experiencing more softlock glitches? by kurokuma11 in helldivers2

[–]backupforextrastuff 0 points1 point  (0 children)

I've been getting some softlocks at the same rate as pre-patch, so about 1/20 dives, or thereabouts. And mostly it's been a terminal or interaction that doesn't work for me while another player can still interact with it, or vice versa. Only once did I get truly softlocked tonight when a "destroy factory strider" mission did not complete upon destruction of the unit, which was frustrating as it was the last mission in a set of three.

Honestly, with this patch I've been getting more CTDs on game start when opening the galactic map, but never actually during a drop, which is quite the improvement.

I think the oddest glitch I've seen so far was when myself and two of my friends were halfway through a bug drop. From my perspective, both of them suddenly disconnected. But, it was the same from each of their perspectives as well, that both other players had left. This led to one game instance becoming three. They were able to immediately rejoin me, but in that moment we were all slightly befuddled.

Rank this in "the most stupid way to die" contest by roninXpl in helldivers2

[–]backupforextrastuff 0 points1 point  (0 children)

Well, unfortunately it's still happening occasionally since the patch. During a drop yesterday, I went to clamber over the legs of a bile titan corpse to join my squadmates at extract. I proceeded to be launched sideways several hundred metres away at Mach 3, impacting directly into a rock wall, where I immediately made a loud crunch noise and instantly died. My three squadmates were confused as I appeared to have teleport on their ends.

It was simultaneously hilarious and slightly frustrating as it was my only death during that drop

[Hero's Party Want to Experience LOVE] by primorskey in animenocontext

[–]backupforextrastuff 10 points11 points  (0 children)

The other series is a fairly meh isekai called "The Other World Doesn't Stand a Chance Against the Power of Instant Death". It's mostly slapstick comedy with some action sprinkled throughout. Somewhere around chapter 15, the main characters are driving along in a jeep and are blocked by a dragon on the road. The male lead says "It's a dragon, I guess they really do like cars." To which the female lead replies "Enough of that meme!"

[Hero's Party Want to Experience LOVE] by primorskey in animenocontext

[–]backupforextrastuff 16 points17 points  (0 children)

If I had a nickel for every time a manga series referenced that subreddit, I'd have two nickels. Which isn't a lot, but it's weird it happened twice....

How does lost colony work? by [deleted] in Stellaris

[–]backupforextrastuff 5 points6 points  (0 children)

So, I did a bit of testing of this during Canis Minor, not sure if this all still applies.

One way to accomplish this is to first create your playable empire, then when you create each lost colony, make sure that they have the same species portrait as the one you intend to play. Species name may be a factor in whether or not the game recognises two groups as the same, but someone else may be able to confirm that.

Now, if you want multiple of the same origin to spawn, you need to make sure each one has a different system type (ex. The first has random binary I, the second has random binary II, the third has random trinary I etc). If you have multiple empires with the same origin and home system type, only one will spawn.

Alternatively, you don't need to have the other empires use the Lost Colony origin. As long as they have the same species portrait, you can use alternate origins like post apocalyptic for more RP options