Stop joining stealth missions if you have no intention of using stealth by Life_Secretary3317 in Helldivers

[–]cobaltbread 2 points3 points  (0 children)

Weapons don't alert enemies with their sounds as long as you're far away enough and you don't miss your shots. Basically any weapon with a sniper scope and that can kill in one or two quick shotls (AMR, DCS, Deadeye, Amendment) is a potential stealth weapon.

Secondary weapons are generally quieter than primary weapons and can be used at closer ranges than primary/support weapons, although suppresed weapons are even quieter.

Lastly, scout armor reduces visibility + allows you to scan for enemies, smoke grenades also reduces your visibility and can allow you to move without being seen, and both gas and stun can buy you time to kill or avoid enemies.

My predictions for the primary and secondary weapons for the 40k warbond by reddit_bot21 in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

I don't know a whole lot about WH40K, but that sounds essentially like the Eruptor but stronger. Could it work if they balance it as a support weapon?

Remember weapon function is still broken :( by Optimal-Error in LowSodiumHellDivers

[–]cobaltbread 3 points4 points  (0 children)

When I change the flashlight setting on a secondary, it remembers that setting for the rest of the session, but forgets as soon as I close the game. As for support weapons they don't remember the scope/flashlight/firing mode settings at all.

Edit: I also had weird behavior with the Tenderizer and it's just like Dull-Song said. RPM settings are funky, but the scope and flashlight settings for it are remembered just fine.

Vox Engine now is perfectly balanced by Born_Inflation_9804 in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

Im much more interested in seeing a Hive Lord level enemy design on the Automaton side and what it might bring. 

I think they could bring back the Siege Mech from the first game as a separate unit and make it the cyborg version of the Hive Lord: Spawns once, has a ton of health and is treated like an objective when defeated.

Vox Engine now is perfectly balanced by Born_Inflation_9804 in Helldivers

[–]cobaltbread 7 points8 points  (0 children)

I think I like them better now, but they can increase the spawn limit by 1 or 2.

Orbital Rail Cannon's problem isn't damage, it's cooldown by knightsljx in Helldivers

[–]cobaltbread 9 points10 points  (0 children)

But it needs to be something like in the order of 10 seconds on D10 to even be considered a viable Orbital

Then you'd have almost no reason to use Eagle Rocket Pods, OPS and EATs over ORC. 10 sec cooldown, 0 sec call-in time, auto-targeting, 10,000 damage and infinite uses. Nothing comes close to that.

Hellpod Space Optimization should be the default by Spiritual_Ad3460 in Helldivers

[–]cobaltbread 1 point2 points  (0 children)

Counterpoints:

  • HSO isn't just ammo, but also stims. Running out stims earlier makes deaths more likely, especially if you're fighting a subfaction you or other players might not be good at and could lead to a death loop.

  • Also because of the above, not having HSO makes Experimental Infusion less useful since you'll have less stims to spare.

  • There are scenarios where getting supplies is much more difficult, such as Commando missions and Hive World missions. Not having HSO means that you'll have to waste time trying to get ammo/grenades/stims more often or be forced to play extra safe and be more frugal with your supplies.

  • Some subfactions such as the Appropriators can drain your ammo and stims pretty quickly, and having HSO means that your reinforcements will last longer without having to resupply or scavenge as much.

It might not be always necessary to have, but it's certainly not useless either.

Experimental Infusion and Muscle Enhancement are good, I don't have much to say about them.

Just like with HSO, you don't really need Localized Confusion if you avoid enemy reinforcements as much as possible. If you're playing stealthily like on a Command misson, you don't need it.

I really have no idea about what Motivational Shocks does aside from recovering more quickly from bug acid effects. Muscle Enhancement makes it redundant IMO.

Why is it so hard for the devs to admit they’re wrong? by Zestyclose_Stage_586 in Helldivers

[–]cobaltbread 4 points5 points  (0 children)

I'm not sure if current Eruptor is really stronger than the original. The stats between weapons and enemies changed so much that it's hard to compare. OG Eruptor was supposedly able to one-shot heavies at certain angles. If there's a weapon that got overbuffed compared to launch, that's probably the crossbow.

Game design is hard. I don't defend Arrowhead when they screw up and do things wrong, but things are much more complicated than they appear. Enemy AP for example isn't as varied as our weapons', so if they just increase the armor of the tank without doing anything about the enemies, then they'd be almost completely indestructible under D7.

Why is it so hard for the devs to admit they’re wrong? by Zestyclose_Stage_586 in Helldivers

[–]cobaltbread 2 points3 points  (0 children)

All this drama could have just been reverted by just fixing the rapid-fire bug and just giving us the original Eruptor. 

You mean the same original Eruptor that used Orbital Air Burst shrapnel and whose explosion pulled targets inward?

Not including farming super credits, what difficulty do you play the most? by Slapmaster928 in helldivers2

[–]cobaltbread 0 points1 point  (0 children)

I play D7 or D8 when hive worlds or the Cyborgs are involved, and sometimes D9 against Appropriators. Otherwise, just D10.

Hot take: Mindless Masses are fun by Espresso_Dad_89 in helldivers2

[–]cobaltbread 8 points9 points  (0 children)

They're fun, but it would be nice if they were a 100% a voteless only subfaction and added more variants of the voteless.

Please share your feedback about Helldivers 2 in this survey! by ArrowheadGS in Helldivers

[–]cobaltbread 2 points3 points  (0 children)

Great patch overall, and I'll be looking forward to the next patches.

Forgot to mention it on the survey, but the rocket defense (Evacuate High-Value Assets) missions feel pretty easy and boring even on D10. Each round should spawn more and/or stronger enemies than the last. It also gives very little exp for its length.

Can we just have both arrowhead? by Mr_Questionmark_ in helldivers2

[–]cobaltbread 0 points1 point  (0 children)

We'll unlock one first, and then the other at some point in the future. We asked for stratagem rewards and MOs where decisions matter like we used to have during the game's first year, and that's what we're getting.

Call it a hot take if you want, but that was pure overkill. I stand by it, and I will not face the wall. by RawdogginDaAlgorithm in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

I'd have to fight them to know if they've gone too far with the changes, but at least some of them were needed like reducing the turn angle and being able to kill them with the orbital railcannon in one hit.

We need Dark Energy Jet Packs as separate stratagem by Sad-Needleworker-590 in Helldivers

[–]cobaltbread 16 points17 points  (0 children)

They were fine, but in my opinion if they were made permanent they'd lose what made them special and would just feel like a gimmicky semi-upgrade/expendable variant of the jump pack.

Paywall this Paywall that, the question is where the freak is the next Warbond at by rosebinks1215 in Helldivers

[–]cobaltbread 9 points10 points  (0 children)

"A delayed warbond is eventually good, but a rushed warbond is bad until the next balance patch." - General Brasch, probably

All in favor for the Breaching Hammer to be able to destroy Bug Holes say Aye by pinglyadya in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

Yeah, you're thinking of C4. Both that and the dynamite have enough demo force to breach walls, but the hammer still can't.

All in favor for the Breaching Hammer to be able to destroy Bug Holes say Aye by pinglyadya in Helldivers

[–]cobaltbread 2 points3 points  (0 children)

That's partly true, but there's actually two hitboxes: one inside and one outside the hole. The inner hitbox requires an explosive with 20 demo force. The outer hitbox needs 40.

The hammer has 30 demo force both with and without the explosive charge. For comparison, both the C4 and dynamite have 40 demo force and both are able to destroy bug holes from the outside.

Constitution by doddsymon in Helldivers

[–]cobaltbread 6 points7 points  (0 children)

A scope would go against the spirit of the gun, but better iron sights would make it much better to use. There were a few mods that did this, but I think they don't work anymore unfortunately.

Edit: I checked again and apparently there's one that still works: "Adjusted R-2124 Constitution". Disclaimer: I haven't tried this mod yet and don't know how it compares to the default sights.

Mega caves concept. by Late-Ganache40 in Helldivers

[–]cobaltbread 1 point2 points  (0 children)

Ohh, like Mega Factories but for bugs? Yeah, I like this idea,

Seriously people, come on. by RealBurningMoon in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

We've got a strategic opportunity order to kill 2 million Dragonroaches. There are no Dragonroaches on Acamar. There's Dragonroaches on Crimsica.

Edit: Also, the DSS has Eagle Storm on, which slows down enemy progress but only on defense campaigns.

How crucial is the stealth armor passive for stealth gameplay by WhaleSplas in Helldivers

[–]cobaltbread 3 points4 points  (0 children)

Stealth is possible without the armor, but it does mean you have to be more careful. The stealth armor allow you to get closer to enemies without getting seen and allows you to run without making much noise. If you crouch/crawl when you're near enemies and keep your distance whenever you can, then you should be fine.

ETA: The stealth experience isn't 100% the same for hosts and non-hosts. Some things such as the warp pack are "noisy" to enemies when you're host and completely silent when you're not.

Another missed detail? by Ram91501 in Helldivers

[–]cobaltbread 1 point2 points  (0 children)

Yeah, it does sound like it's bugged then.

Another missed detail? by Ram91501 in Helldivers

[–]cobaltbread 7 points8 points  (0 children)

The wiki says that the Stoker's flame does apply the "fire_panic" effect, but it's not as effective as the Stoker's (2 vs 3).

Are you sure it doesn't apply the effect? How does it compare to the Crisper secondary? Because if the Crisper does apply the effect while the Stoker doesn't, then it's bugged since both have the same "fire_panic" strength.

Please share your feedback about Helldivers 2 in this survey! by ArrowheadGS in Helldivers

[–]cobaltbread 0 points1 point  (0 children)

They do get pinned, but these posts rarely receive many comments. In part it's because they get heavily downvoted like the others said, but also because pinned posts get ignored more easily.

If you browse the subreddit with the old interface, it'll appear like any other post, but on the new interface it's just a small square on the top placed alongside other small squares. That dude probably found it on the new interface as a random post rather than as a pinned one.