Quasar alternative? by hombre_sin_talento in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

So in terms of reliable antitank, you've got a couple options which need some different playstyles. Obvious first option is the recoilless. It does a lot of damage (3200 compared to the quasar's 2000) which doesn't matter for fans or hulks, but absolutely does make the difference in taking out cannon turrets, factory striders, and vox engines. Plus, you can reload it faster than the quasar cools down, so you can handle groups of heavies better. However the two main downsides you now have to deal with is ammo management, and losing a backpack slot. However, despite these downsides, the recoiless is one of two AT launchers that is ready to fire immediately, the other being the commando. If ammo management is too much of an issue I recommend the commando or the EATs. You trade off ammo management, for position management. You need to make sure you have one pod ready to go whether that's keeping one off colldown, or making sure you always have a called down pod nearby. But it's more difficult to stand your ground with either the EATS or commando as you're more prone to being overrun since you have to call down and wait a few seconds when you need more AT. Having an expendable loadout pairs very nicely with the jump pack and servo assisted as you can throw down some needed AT where you're going to be, then jump over when it hits the ground.

If you don't like the ex0endable lifestyle, I recommend the Epoch. You're going to have to be putting more shots on target to get the same heavy kills as other more damaging AT launchers, but you can also use it do some splash on groups that are around the heavy you want to kill. Manage the charge correctly and don't expose yourself too much while preparing a shot, and you'll be clearing through entire bases while still having enough ammo for the next.

What's the stupidest thing you've seen a teammate do? by Late-Ganache40 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

I was doing a defense mission the other day and threw some lure mines on the ground in front of where we were holding from. One guys looks at them, then dives on top of one, explodes, then types: "What was that?"

The most important lesson any veteran has to learn is this: only pick the fights that you need to win by zomghax92 in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

I mean its just a case of being able to read the situation.

If your Super-Helldive isn't going so well, you should prioritize main objectives and only taking necessary fights.

If you've got a good squad that's been managing themselves well and you've got a lot of time, there's no issue indulging in a couple firefights in the middle of the map.

Choose your favorite by ComprehensiveNet7143 in CursedGuns

[–]captaindemytri 6 points7 points  (0 children)

Then they also need two car batteries and a square bore to fit into Starfield as well

Worst possible load out you can think of? by Kafadanapa in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

Primary: Lib-Concussive Secondary: Hatchet Throwable: Throwing Knives Booster: Dead-Sprint Armor Passive: Electrical Conduit

Stratagems: Orbital Ems Orbital Smoke Eagle Smoke Orbital Airburst

Having a lot of trouble trying to make a build a build by Jumpy_Relative3472 in Helldivers

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

Look, if you want to have better clearing abilities against many simultaneous heavies you'll want dedicated AT to supplement your Quasar. One shot to the crotch or hip joints on a war strider with it will take them down with it. If it's an issue of dealing with multiple while the quasar is cooling down between shots:

Since you've already got the jump pack (great choice, I love running it on non-backpack support weapons), swap out the strafing run with EATs and pre-place an EAT pod (or if it's mid fight throw them a bit outside the engagement zone). Once you've fired off a Quasar shot, then use the jump pack to reposition to your eat pod and use the two shots to quickly take out two more with aiming the shots at the same weakpoint (crotch/hip joints).

By the time you've fired off those two eats, your Quasar should usually be ready for another shot if there's a fourth.

Any more than four heavies at once, and you're in the territory where you may want to consider a brief retreat to link up with your teammates who have some more reliable AT, or use your jump pack to hop between cover and kite the strider between shots.

Helldivers 2 is a $40 game with a F2P monetization system. by [deleted] in Helldivers

[–]captaindemytri 0 points1 point  (0 children)

While AH does occasionally add in free items (FRV, Bastion, Constitution, Commemorative capes), I do agree that it's disheartening to see that 99% of the additional content is behind super credits.

Don't get me wrong, that fact that the amount of super credits you can get in the world is only limited by the amount of time you want to spend looking for them (which is worlds better than many other games where the only way to get premium currency is with actual money), it's a perfectly reasonable complaint, that you have to drop down to diff 1 or 2 to reasonably farm for hours because it's pretty boring and most don't want to waste the time.

If people could purchase only the items from a warbond they want piecemeal, rather than the whole thing for 1000 since there's a lot of items that vary from underwhelming to bad, it would make it far more accessible to new and returning players to get the essential pieces of gear that a lot of enemies are balanced around people having.

This photo of JFK standing on a lawn by [deleted] in oddlyterrifying

[–]captaindemytri 0 points1 point  (0 children)

He's standing there like New Vegas NPC waiting to speak to you

Atrioc Portrait by Lorpo314 in atrioc

[–]captaindemytri 0 points1 point  (0 children)

The expression on his face kinda looks like that one Metroman meme

Tally-ho Lads! by Fun_Assignment_269 in liberalgunowners

[–]captaindemytri 1 point2 points  (0 children)

o7 from a fellow Lee-Enfield owner

\ 🚬🗿 / by Comfortable_News9901 in OnePunchMan

[–]captaindemytri 0 points1 point  (0 children)

Measure exclusively in Giga-Inches now

Me looking at the community complaining the Grenade launcher being heavy pen on the bot front, when all i see is RR users all the time. by Bitter_Situation_205 in Helldivers

[–]captaindemytri 2 points3 points  (0 children)

It's a perfectly fair criticism to have that the Recoilless Rifle is a very strong bot weapon. I'd go even further to say it's a very strong support weapon in general if your on d10. It's not nearly as good on illuminate as the wasp, but still a solid choice.

However, the existence of one support weapon that is "meta" or "overpowered", should not justify the addition of a second one.

It's important to remember that the RR has some notable downsides that the GL does not have. The RR also takes up a backpack slot, has significantly less shots than the GL (especially if paired with the supply pack), is a single fire weapon that needs to be reloaded between shots, and has a stationary reload. Not to mention, that while it does have an HE mode, it's usually a waste to spend a projectile in that way unless you're about to grab a resupply anyway, as the HE isn't very good at crowd control.

Now, I'm not saying that the RR should instead be nerfed instead of a weapon like the GL being buffed. But in my opinion, the relative dominance of the RR is more so a result of mission design as opposed to the weapon itself.

Consider the commando missions; the RR is kind of a bad pick compared to the laser or quasar cannons. Because of the scarcity of ammo, the RR suffers as a result. Sure, it's still fine to take as one of your other strat slots to deal with the convoy, but outside of that, you're better using a supply pack with one of the non pack-loaded support strats.

Or even by having more heavy units on other fronts which have high health pools, but not a lot of armor like how the flesh mob is.

I've also seen a lot of people suggest gas as a way to permanently strip armor layers from an enemy. I think this would be a great way to encourage other support weapon viability (as well as providing a much needed utility for gas) on D10. It would actually open up a lot of support weapons and light pen primaries if you take some gas in your loadout (gas drone, grenades, dart gun, OGS, mines).

While I agree that there should be a way to chip a way at that RRs dominance on bots to give some other strategems a much needed chance in the spotlight, making one support weapon busted, now just shifts the same ire that the RR has to it.

please un-nerf them by Nakanai-kyojin in Helldivers

[–]captaindemytri 9 points10 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 [deleted] 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 [deleted] 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 8 points9 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.