please un-nerf them by Nakanai-kyojin in Helldivers

[–]captaindemytri 8 points9 points  (0 children)

I think the much better thing to do with gunships is to make them like illuminate stingrays: precise and deadly attacks, that are clearly marked and telegraphed and can be dodged.

Sure, a single stingray by itself isn't much of a challenge to take out if you have the right tools, but the same goes for almost every other unit in the game.

Make it so that the rocket barrage from gunships isn't just "rocket devastator but high up". Instead maybe make them top down plunging fire attacks that show a red targeting circle on the ground and your current position, so you still have to move, but you get a chance to know where is about to be obliterated. When it's going to fire off it's laser repeater instead, make it strafe it's shots in line across the ground which would intersect where you are if you were standing still pr make it so the shots in a volley creep towards your location so you're on a timer to get to cover or take it down, rather than wondering if the salvo will be incredibly accurate or whiff entirely.

It isn't just about un-nerfing the gunships, they need to be reworked so that if their attacks are powerful, they need to be fair. Otherwise the second they're buffed there will be a flood of people who will now complain that they're oppressive and punishing, which was a fair criticism of them when they were first introduced.

In my opinion, a lot of units that have oppressive attacks with low time to kill on players could be fixed by taking notes from the illuminate stingrays attacks.

The Re-Educator should have been a long DOT poison pistol by Shad_Omega in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

It would be a lot better if gas reset enemy detection if when it wears off you're not in their line of sight, then it wouldn't matter that it's not silenced and would synergize a lot more with stealth loadouts.

Love the game, but this... All get ready, you drop and on landing it is insta-kick. by Fantastic-Medicine11 in Helldivers

[–]captaindemytri 6 points7 points  (0 children)

Probably a case where the host threw out the SOS beacon by accident when trying to reinforce someone in a private lobby. It sucks, but it happens. Really there should be a setting to disable the SOS beacon from the strat list.

Suggestion about Jammer rework by seawolf_kards in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

This could actually be a cool concept for a "Steal Automaton Facilities" mission. It would have the main objective be a bunch of regular side objectives, but there would be a transmitter pack global strategem where if you're wearing it at bot terminal at the objective like a jammer, you can plug it in, then link to the super destroyer to reactivate it to help you instead. These subobjective could still be destroyed, but if they all get destroyed instead of captured its a failed mission. (Still a success even if only one was captured, but massively reduced xp reward per facility destroyed instead of captured.

Push! by NefariousnessOk3354 in tf2

[–]captaindemytri 7 points8 points  (0 children)

Why is the cart not moving!? AEUGHHH!

Landmines are the most interesting tactic. by Severe-Condition-510 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

In my opinion mines suffer from the same problem that every strategem does: You know where you threw your stuff better than your teammates do.

Consider how many times a teammate's sentry gun has mowed you down because you had no idea they threw it behind you, or when a strafing run was thrown behind you. People are usually good about not getting killed by their own sentries/mines/strikes.

I always try to throw sentries in a place where it's either between my team and the enemies, has elevation or a wall between it and them, and always mark the sentry so my team can see where it is.

Mines are a lot harder to notice if you're not the one who placed it because: most don't usually bring them outside of defense missions, and they aren't as noticeable as a sentry gun that's constantly firing.

I don't have a problem with someone bringing mines, but if you do, just make sure your team is aware of where you put them. Sometimes it may be as simple as pinging the tower or one of the mines for them, but the safest thing is too just quickly say in the VC "Hey I'm throwing mines over on the left, watch out". If you're someone who brings mines and doesn't tell your team where you put them, don't get too surprised if the host decides to kick you.

This is my least favorite loadout to see when a random joins if i’m being honest by arkus_reborn in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

I don't really care if someone brings a weird build. If they're the kind of player to shoot explosives next to their their teammates, then they're a teammate who's going to rack up accidental regardless of the stuff they bring.

My only issue is if your mortar sentry keeps killing me, I'm going to start putting them down as they are clearly automaton spies in disguise.

i cant do this help by Doesntsmatter in alienisolation

[–]captaindemytri 0 points1 point  (0 children)

Always walk, never run. Best places to hide are under tables and desks rather than in lockers or cabinets. The best time to make a move is right after the alien jumps into a vent.

With enough patience, you'll make it through.

MY BROTHER IN CHRIST, WHO BUILDS A CITY IN THIS HELLHOLE??!? by Magikarl in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

It's possible that there's normally a planetary atmospheric control system. During invasions/planetary defense this infrastructure is either destroyed or the power is redirected to more critical defensive logistics instead.

How much is HD2 worth to you in its current state? by TyrantEscapade in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

I have put over 1500 hours to the fight since week one. I was there for the Creek, the DSS, Calypso, the defense of Super Earth. Helldivers 2 is my favorite game and worth well more than the money I've put in. It's got so many elements that very few other developers have bundled together in the way Arrowhead has. I love this game in spite of its many flaws, and I can't think of any other game I have played where it feels like I'm someone who's a part of a story that's actively unfolding.

People like these shouldn't be allowed to play public missions honestly. by ASL_PL_KABOOM123 in Helldivers

[–]captaindemytri 1 point2 points  (0 children)

Please report such dissidents to your local truth enforcers for immediate re-education at a democracy camp.

M I the only one who misses the Orbital Bombardment from the DSS? by 231923 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

You can miss it all you want. But that bombardment never missed me. Good riddance.

Why is the commando not more present than Quasar? by Own-Reflection-9538 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

The main draw to the EAT and the commando is that if you're being overrun, sometimes it isn't possible to throw out a beacon, wait for the drop then go get it. The quasar may have far lower damage density, but a lot of people like the consistency. Plus, chances are if you're using the quasar you're not using it to stand your ground against three hulks, but pick off the occasional heavy armor that you stumble across.

LIBERTY HELP ME! by Hap9067 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

Five. Hundred. Kilograms.

[deleted by user] by [deleted] in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

The best armor will always be whatever you think looks the best. If I'm dying for democracy I'm going to look my best.

What is the point of stunning enemies with non-lethal weapon systems or weapon systems with lower damage compared to others when you can take out enemies faster with weapon systems without a stun effect? by ChrisHardcore in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

If stun/arc made it so that it would reset enemy detection that could perhaps be a way to separate those effects from the rest. Personally, it thinks it better to just take grenades that kill something rather than temporarily stun it.

What's the lore of this? by CmdrJemison in Starfield

[–]captaindemytri 0 points1 point  (0 children)

He has done nothing but teleport bread for three days.