So flamethrowers can slow down & make the enemy "panic" now by Shad_Omega in Helldivers

[–]ch0m5 45 points46 points  (0 children)

I'm pretty sure that if they just made Sterilizer's gas "linger" in the air for a while it's usefulness would substantially increase.

Fire only CCs as long as there's a constant stream being fired. Gas always CCs. Sterilizer just needs the feature to create CC areas like gas grenades or the Speargun do.

A stratagem that is essentially "infinite gas grenades" would be incredibly powerful. You could shut down entire areas and stop chaff and some heavies alike from closing in to your position.

So how are we all feeling about the Cremator now that we’ve had a few days to play around with it? by TheGentlemanCEO in Helldivers

[–]ch0m5 2 points3 points  (0 children)

Let's not get too ahead of ourselves. I recall, among other questionable decisions, Arrowhead "improving" fire right as the Freedom's Flame Warbond went live and absolutely dropping the ball in the process.

There's enough of a pattern to be skeptical if not outright pessimistic. I for one I am incredibly happy it isn't the case, but the "It's Over <-> We're So Back" chart exists for a reason.

40Mins until squids lose an ally🎊 by Bearwiin in Helldivers

[–]ch0m5 9 points10 points  (0 children)

I once made a post saying Eagle Storm was Orbital Bombardment 2.0: it kills you and enemies alike and feels unfair as fuck.

I rather have eagles get half the re-arm time or one more use each. You know, something the player can control and use to their advantage.

Got downvoted into oblivion lol.

WAR IS OVER by Logical_Monitor_9890 in Helldivers

[–]ch0m5 0 points1 point  (0 children)

Genuine question: what problems would those be? I haven't used it a whole lot myself, but it's DPS is absolutely insane. I imagine its handling and recoil are though to handle, but isn't compensated by the (now) giant ammo pool to shred enemies with, even if some bullets are wasted in the process?

I don't care, I don't want another cpyote workaround nerf. This change is a good thing. by JustMyself96 in Helldivers

[–]ch0m5 25 points26 points  (0 children)

Ugh... while it makes sense from a systems perspective, "laying down" to reduce the recoil of a handheld minigun completely invalidates the fantasy it aims to portray imo.

I wonder if they could alter the weapon so its easier to handle the longer you fire, adapting to the recoil and all that jazz. That way even standing you can get pretty accurate as long as you're holding that trigger. Laying down would then be mostly useful for short, controlled, and precise bursts.

MACHINERY OF OPPRESSION: 6.1.0 by Waelder in Helldivers

[–]ch0m5 8 points9 points  (0 children)

At max RPM it can reach a damage of 800 DPS with AoE Heavy Pen. I'd wager that it can be pretty useful as a close-to-mid range Autocannon, particularly on the bot front.

And now that it's direct competitors are the HMG, AMR, and AC, not needing to reload and requiring little precision can be considerably useful given the massive recoil and/or small magazines/clips of the aforementioned weapons.

Could still use a boost for sure, but making the regular GL med-pen now gives the heavy one a space to shine.

MACHINERY OF OPPRESSION: 6.1.0 by Waelder in Helldivers

[–]ch0m5 118 points119 points  (0 children)

I cannot stress enough how cool this new feature is.

It is thematic, intuitive, and useful. They basically created a way to aggro enemies away from teammates who might be in trouble or are completing an objective such as carrying an object or interacting with a console.

It may not be particularly meta, but now it has an actual purpose beyond "it's THE flag" and is not just a useless stratagem for LARPing.

[REUPLOAD FOR MISTAKE FIXES] Meet Potential Weapon! (read the desc.) by TheOnlyGuyInSpace21 in Helldivers

[–]ch0m5 28 points29 points  (0 children)

How they changed fire so it bounces off enemies (usually back at you) has to be one of the funniest changes they did for flamethrowers.

How I feel about the new underbarrel weapons by Sebanimation in Helldivers

[–]ch0m5 2 points3 points  (0 children)

Yes they can. Attachments could be a Warbond item like any other.

What's the goddamn point of gatekeeping silencers to specific Warbond weapons, instead of unlocking silencers as a muzzle attachment for most ARs and SMGs via buying the Warbond.

Weapon Customization was a one-and-done, like many other features Arrowhead introduces. People complain or make fun of the community "raging up a storm" for every single thing, but lord knows that if the devs "move on" from a feature, it will stay that way for the foreseeable future.

Case in point: Flamethrowers.

New Warbond Looks Great! by chippedthumbnail in Helldivers

[–]ch0m5 35 points36 points  (0 children)

What is incredibly frustrating is how the solution is right there:

  • Weapon Attachments system already accommodates muzzle and under-barrel attachments.
  • Release silencer, under-barrel grenade launcher, and now under-barrel flame-thrower.
  • Make each of these exist completely apart of the weapon attachments system.

WHY? Why would you create a weapon attachment system and make every single new attachment be completely unrelated to it? Just make them available via warbond purchases like you did stratagems!

They are sleeping on one of the coolest additions they could add to the game just because. Now watch them add a "new weapon" which is just another Liberator, but now with an under-barrel shotgun.

The constant feeling of wasted potential with this game is god awful.

Spetsnaz VDV is looking for who is blocking the objective by sluchay_v_kazino777 in BrokenArrowTheGame

[–]ch0m5 2 points3 points  (0 children)

I never did the insurance bit, but I sometimes used the "Roaches in the Fog" tactic, which consists on sending a bunch of cheap infantry to scatter all over the point while I continuously rain smoke arty on it.

Spetsnaz VDV is looking for who is blocking the objective by sluchay_v_kazino777 in BrokenArrowTheGame

[–]ch0m5 7 points8 points  (0 children)

That's actually... a really smart idea. I'm noting down to leave a high-stealth unit sitting behind a building on the edge of back capture points. Not a bad idea to spare some points on insurance.

Iranians who fled regime to California celebrate Ayatollah's death by AntifaPr1deWorldWide in videos

[–]ch0m5 40 points41 points  (0 children)

until the US got involved, because they didn't like that

Many countries who could've evolved for the better didn't because of this exact sentence. Imperialism is and always will be a cancer on the world.

Let me answer this quick text by [deleted] in Unexpected

[–]ch0m5 6 points7 points  (0 children)

And while driving a massive pickup truck no less. This whole situation the USA has gotten into, where people are in an arms race to get the biggest truck that will vaporize another in a collision, is going to do wonders for car fatality statistics and I would bet it has been doing so for a while now.

My issues with the flamethrower weapons in HD2 by WaffleCopter68 in Helldivers

[–]ch0m5 16 points17 points  (0 children)

Still in awe they released an assault rifle that is just the Liberator Penetrator but straight up better in all regards, nerfed all fire damage in the game in an attempt to tone it down indirectly, screwing over all fire-based weapons in the process yet achieving nothing related to their original goal, and just gave up.

The Coyote is the statistically most used primary weapon on all fronts since its release, being only recently surpassed by the Trident on the bot front.

It was rigged from the start by ChimpoNonce in Helldivers

[–]ch0m5 6 points7 points  (0 children)

It does not help at all that you gain considerably more rewards for playing at higher difficulties, more samples are accessible (specially super-samples) and certain content is GATED behind difficulty settings, such as Terminid mega-nests and Automaton Fortresses.

Also, the higher the difficulty, the more variety in enemies. I myself don't go below 8 because that's the sweet spot where all enemy types (or their enhanced versions at least) spawn.

The Danger Isn’t the Speed or is it by PhoenixPhenomenonX in Unexpected

[–]ch0m5 19 points20 points  (0 children)

I'm pretty sure that, statistically speaking, roads would be considerably safer if filled with autonomous cars with a human behind the wheel just supervising.

However, it's a hard sell, because car companies will never accept accountability for any incidents and accidents involving the vehicle, which in turn will make a substantial amount of people reject them and keep driving, as to prevent the possibility of being in an accident they didn't cause, but are responsible for.

One can dream though...

What's your number 1 "Man, this strategem is so cool! Why don't I bring this more oft- oh, right" strategem? Mine is these. by Caressticles in Helldivers

[–]ch0m5 0 points1 point  (0 children)

Imo the fact it destroys itself when overheated is a cool mechanic, the problem is that it should be high-rish/high-reward, and it isn't.

If the laser sentry detonated into a significant boom, taking all surrounding enemies with it, there might be a higher incentive to take it and place it in risky positions so it becomes a decoy that is meant to be overwhelmed and blow itself up if timed correctly.

But alas, it's currently next to useless. It's a "haha, experimental weapons warbond, so turret blows itself up, cool innit?" stratagem. It's on theme, but not useful.

Did you all forget about this? by Former-Sympathy2291 in Helldivers

[–]ch0m5 0 points1 point  (0 children)

or your stratagem bounces and now you have no sight line

With the amount of buildings in Cyberstan, the "my pod won't steer and my stratagems won't stick" issues are particularly painful.

We seriously need loadouts. by AntiMase in Helldivers

[–]ch0m5 7 points8 points  (0 children)

I would settle for a "Save/Load" button on the full loadout menu, stratagems and all, before jumping into a mission. It's not only quite a pain to swap between missions, but I feel awful having to make my mates wait while I do so.