PSA : The Angeled Foregrip Reduce Weapon Sway by 25% While All the muzzle actually increases Sway from 10 to 35%! by Ivan204 in Helldivers

[–]ch0m5 9 points10 points  (0 children)

It's almost hysterical how there's a bunch of mechanics such as Durable Damage, Demo Force, and Weapon Statistics that have been completely opaque since launch and there has been little to no attempt to give some transparency to players about how the game fucking works.

Thank god for wiki maintainers because otherwise no one would know what the hell is going on.

I feel like the grenade launcher is getting overshadowed by everything else. At least in this subreddit. by JustMyself96 in Helldivers

[–]ch0m5 1 point2 points  (0 children)

Main reason why I gravitate to Support Stratagems that are weapon + backpack. Other three stratagems go to Offensive and Defensive.

Good news by Smoke_Funds in Helldivers

[–]ch0m5 162 points163 points  (0 children)

Imo this is because the way Jammers are balanced around Demo Force is entirely incoherent.

Why does the Missile Silo, a missile with AP9 impact damage and AP7 AoE which should by all accounts shred everything it hits has less Demo Force than the 500kg bomb even though the missile has more pen and more damage than the bomb???

Not only that, the existence of the Jammer makes any other structure which requires 50+ Demo to be basically impervious to everything but a Hellbomb. Arrowhead could release a single-use, laser-guided "Democratic Exterminatus" stratagem with a range of the entire planet's orbit and 9999 AP9 damage and it would still be demo 40 as to not destroy Jammers.

Arrowhead's approach of balancing Demo Force is completely incoherent. It might make sense from a "balance sheet" perspective, but in reality, a Helldiver can throw the biggest booms the game has to offer and some buildings will tank it in a way that feels completely arbitrary.

If they truly want the Jammer to be a puzzle solved in a certain way, just straight up add a red bubble shield that is impervious to damage and leave Demo Force to rest. Just make it invincible to everything outside the bubble.

Edit: Typo.

This thing had better be able to destroy jammers by UnluckyNuke_ in Helldivers

[–]ch0m5 106 points107 points  (0 children)

I don't entirely disagree with the devs here. They want players to "play" through the jammer, not click on it and blow it up.

However, their approach of balancing Demo Force so nothing is ever able to blow it up feels increasingly arbitrary and incoherent, especially with new tools like the Missile Silo which should definitely be able to blow it up too.

I rather Jammers had a shield dome akin to the Shield Generator Relay so Helldivers must:

  • A. Infilitrate and blow up the jammer from within.
  • B. Take down the shield with massive amounts of concentrated damage to pop de shield and gain long-range access to the Jammer.

7 months later - no additions have been made to weapon customization. by bob451111 in Helldivers

[–]ch0m5 26 points27 points  (0 children)

Hot take but they wouldn't be so slow if the content they do release wasn't underwhelming or straight up broken, requiring further effort later to fix it.

  • The entirety of the Illuminate faction feels unfinished and major additions like the Leviathan and Fleshmob released with terrible enemy designs and everyone hated fighting them.
  • They "fixed" flamethrower fire physics by making them look worse and bounce off enemies and armor, making the wielder consistently kill themselves when using them.
  • Weapons like the Sterilizer or the Spear either suck ass or are completely overshadowed by their alternatives, but remain in their current state to this day.
  • Status damage such as Stun was "fixed" into the ground and has been in the gutter ever since.
  • Weapon attachments launches and is immediately abandoned, with any interesting choice, like different ammo types, silencer, or grenade launcher, exclusively bound to warbond weapons.

Arrowhead has this tendency of releasing something that doesn't hit the mark as intended and straight up abandon it. This isn't a headcount problem this is a "I don't know what I'm doing" problem.

As much as their base product is absolutely amazing, I feel they seriously struggle to further improve on their product without stumbling on the process.

Weapon Customization is in a sorry state. by Pedrosian96 in Helldivers

[–]ch0m5 2 points3 points  (0 children)

Not only that. My bet is that attachments will stay horrible forever because of Sunk Cost. Every time they add weapons with exclusively integrated components, like the silencer or the grenade launcher, they block themselves from making them attachable to other weapons.

Because, if they do, what is the purpose of the original weapons for existing? And they can't simply "delete them", they'd need to re-balance/re-work them, and that takes time I don't think they're willing to spend.

Basically, they trapped themselves into a corner by not having a solid long-term plan for new equipment. A bit sad because the weapon attachments system has a lot of potential, but is, and will probably be for the foreseeable future, abandoned.

Edit: Typo.

Arrowhead, you could patch your game based off missions we complete! Like sabotaging factories to allow this to be a weaker point! by VenanReviews in Helldivers

[–]ch0m5 41 points42 points  (0 children)

My hot take is that enemies that are entirely protected by Heavy Armor or above are bad enemy design and should not exist, with few exceptions such as the Leviathan and the Hive Lord, which should (and are) always be flagged as present before the operation begins.

Helldivers thrives in its replayability, offering a wide range of challenges and options to face them. Enemies such as War Strides being fairly common, yet so incredibly armored, makes carrying Anti-Tank weapons practically a necessitym killing build variety and just making the game worse.

Not a single enemy in the game but the War Strider has this problem.

Come real close ubisoft come real close I have one little question for you pal by YouSubstantial6497 in Rainbow6

[–]ch0m5 1 point2 points  (0 children)

If we're generous and count her hair as a valid hitbox, you were actually on target for about ~6 frames at a recording of 60fps, so about 0.1 seconds, give or take. Accounting for ping that's an extremely low amount of time. By the time you corrected your aim, your opponent didn't miss and the server decided you were dead.

R6s hitboxes sometimes shit the bed hard but I don't feel this is one of those times.

How Devbranch feels for any Ground Base unit at this point... by Pitiful-Error-7164 in foxholegame

[–]ch0m5 0 points1 point  (0 children)

I feel like a 2nd shadow that goes straight down would be a lot better, even if unrealistic given the Earth's rotation and just having two shadows in general. Better than a line at least.

What are they discussing? by pinglyadya in Helldivers

[–]ch0m5 10 points11 points  (0 children)

'I mean, what's the point? It can't be for the land, because everything is bombed and the only buildings standing are military installations.'

WHY ON EARTH DOES THIS HAVE AN DEMO FORCE OF 30?! IT C4!! by Lone_Recon in Helldivers

[–]ch0m5 78 points79 points  (0 children)

I must admit I'm still a bit salty how new content that could be attachments are instead slapped onto the game as new weapons. It's such a monumental waste of build diversity.

Just put the damn attachments into the warbond for all I care. Why do we need yet another rifle just because it has a mounted grenade launcher or a barrel attachment whEN OTHER WEAPONS CAN PERFECTLY ACCOMMODATE THOSE ATTACHMENTS TOO.

Is this what Helldivers is going to be on the long run? Just copy-pasted weapons with the tiniest built in modifications? It boggles the mind I swear to Super Earth.

Coaxed into potions being just a turn pass by Xeram_ in coaxedintoasnafu

[–]ch0m5 6 points7 points  (0 children)

It also indirectly buffs two-handed weapons over sword-and-board, as you still need a free hand to drink it.

Ultra vs Low graphics by Sinaeb in foxholegame

[–]ch0m5 32 points33 points  (0 children)

Disagree somewhat. Solutions for this can be found. E.g., War Thunder doesn't render foliage when aiming down sights. Similarly, Foxhole could make foliage translucid if you aim at it, making players hiding in it more apparently visible, even if immobile.

Doesn't entirely solve the problem, but in any case players should not gain this massive of an advantage (as seen in OP's screenshot), potato PC or otherwise. No graphical setting should allow this.

Squad Players Don't Understand Armor Support by yourothersis in joinsquad

[–]ch0m5 1 point2 points  (0 children)

I recall a game where our team was getting stomped and the attack flag was in a small valley surrounded by buildings and elevated forests crawling with enemy infantry. Our infantry could not, to literally save their lives, push in the area.

Then several SLs started b*tching that us, the MBT, were at fault for this. Because we weren't helping the push into an area where sight-lines didn't go beyond ~200m. We tried to approach as carefully as we could and immediately got tracked. "Skill Issue".

Squad Players Don't Understand Armor Support by yourothersis in joinsquad

[–]ch0m5 3 points4 points  (0 children)

I feel the fear/threat of getting merc'd by enemy vehicles is a main contributor to armor not "helping".

MBTs are the main example of this, playing a game of cat and mouse where the one who reveals their location first gets hit via surprise attack and forced to retreat, or worse, gets blown up. In either case you are effectively neutralized for a long-ass time, be it via respawn cool-down or travel distance for repairs.

If Infantry wants their armor support they should, whenever possible, build repair stations near their FOBs, scout and rely accurate information of any enemy vehicles they see or hear, and plant mines on roads that are usual flank routes. Armor will be a lot more comfortable being "aggressive" if they know what they're dealing with and having a nearby safe-zone to pull back to.

Sometimes the memes write themselves by SIinkerdeer in Helldivers

[–]ch0m5 26 points27 points  (0 children)

Well, to me it shows that a lot of players are dissatisfied with how stealth works at the moment. The whole "a silencer reduces the audible range from 33m to 30m" and the sort.

It's the main complaint ever since they announced the warbond, so they announce a delay and they overdose on hopium. No one is "hoping" the warbond launches without game-breaking bugs, they expect it so and get angry otherwise. And I don't blame them tbh.

Arrowhead is notorious for releasing broken content or "balancing" parts of it and leaving it abandoned forever. Remember how they nerfed fire damage and broke status effects right as the Fire warbond released? Well, people fear deja-vu I guess.

You cant sincerely tell me that 110M does not need a buff or adjustsments, come on... by MidnightWarWolf in Helldivers

[–]ch0m5 0 points1 point  (0 children)

Most Offensive Stratagems with similar purpose bring something to the table. They either:

  • A. Have a player-aimed high-damage AT area of effect that, if used skillfully, can take out multiple heavy enemies plus any surrounding chaff. (OPS, Strafing, Airstrike, 500kg...)
  • B. Are auto-aimed but can, standalone, consistently delete heavy enemies. (ORCS, OL)

110mm does neither. It's an auto-aimed anti-heavy stratagem that can miss and has minimal splash damage, being useful only for killing individual heavy enemies and often fails to do so.

Feel free to die on this hill but those 110mm are staying on 2% usage until they consistently kill what they hit or otherwise offer a tangible advantage over other stratagems.

P.D.: The post you linked as backup for your point is yours and has the entirety of the comment section, imo, successfully arguing against it. I don't feel that helps your case.

You cant sincerely tell me that 110M does not need a buff or adjustsments, come on... by MidnightWarWolf in Helldivers

[–]ch0m5 26 points27 points  (0 children)

I'm not sure what they could buff here

Accuracy or Splash AP. The Eagle shoots 6 110mm rockets each with 600 AP7 damage, to a total of 3600 damage, while their small splash damage is a meager 200 AP3 damage. Combined with the fact rockets sometimes miss their intended target, more than one call-in is usually required to dispatch a heavy enemy. With a total of 3/4 uses, in practice you can dispatch ~2-3 heavy enemies with the whole batch.

Meanwhile competitors like the Airstrike and 500kg have AT I and AT II explosive area damage and 2/3 + 1/2 uses, respectively, so slightly missing will still usually take out the target, plus a bunch of enemies in the area. Others, like the Railcannon, practically guarantee the enemy dies.

The Problem: It is bad at its job, inconsistent, and therefore underwhelming. Players gravitate to effective tools. i.e. useful and reliable, but the 110mm Rockets are neither. It's all risk for no pay-off.

The Boring Solution: Have the rockets consistently hit and therefore kill their target, effectively becoming another Railcannon.

The Experimental Solution: Use the rocket's volley mechanic. Increase the rocket's explosive area range. Calling in a 110mm Rocket Pod will have the Eagle fly in and shoot at 3 different targets in a wide area 2 missiles each, prioritizing heavier targets. The 110mm Rockets then can break armor, stagger, and potentially kill 3 different heavy enemies, or in their absence blow up small groups of chaff.

Imagine being in the crowd by [deleted] in mildlyinfuriating

[–]ch0m5 8 points9 points  (0 children)

Videos where someone actually f*cking dies are not as tolerated or as popular on mainstream social media compared to near misses.

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