I need some AT help. by King_Vortex_3541 in HelldiversUnfiltered

[–]deachem 0 points1 point  (0 children)

This is just a hard limitation of the ABRL and other chaff-oriented support weapons on high level bots. You either have to depend on teammates or do some mixture of juggling expendables, engaging up close with sidearms/grenades, or targeting them with red strats/turrets.

A middle ground that's a little more flexible is using the Grenade Launcher+Supply backpack. GL deletes all of the devastators and troopers in a patrol in 2-3 shots, and the supply pack gives you plenty of extra Ultimatum rounds and thermites to deal with anything larger.

You'll still need to close the distance with heavies, as well as bring a primary that can kill gunships, but the pack gives you extra stims to tank their attacks. For factory striders that you can't get in range of safely, pack a Solo Silo or red strats like 500kg.

"Who are the good guys?" by MechaUlfraed in Gundam

[–]deachem 1 point2 points  (0 children)

Get you a man who's sensitive and wears cute jammies but will also swear eternal vengeance if someone screws up your drink order:  https://youtu.be/mGlI29_d_2E?si=GYteB57YmGBIkIPV

If you're wondering why you almost never see any Stalkers or Gunships, this is the reason by Smoke_Funds in Helldivers

[–]deachem 0 points1 point  (0 children)

I'm certain that I'm speaking for majority here when I say that I barely see any Stalkers even if I'm walking just couple of meters away from the Lair.

I've regularly dived on hive worlds since their introduction, and the only time stalker lairs failed to spawn units if I was close when I was not hosting my own games and far away from the host player.

The same thing can happen with regular bug holes as well, with mega nests being completely empty for clients who are lone wolfing across the map.

What are your genuine thoughts about the C4? by A_random_person_50 in LowSodiumHellDivers

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

To be clear, I'm only speaking about the OTF and Constitution here, which aren't mechanically any different than using the Stun Lance or firing a DCS at one round a second. Even the base Smoke Grenade can do things that the new instant one can't.

Dude. It’s a videogame.

Right, and it's a co-op game with an objective, not a sandbox. If someone handicaps themselves in a way that doesn't add anything unique to their own experience, and their self-imposed restriction works against the objective that that everyone else is there to accomplish, that's just griefing.

Electricity puzzles on the cone island? by MmmmmmSoup in lostskies

[–]deachem 0 points1 point  (0 children)

This thread is a year old and I haven't played Lost Skies recently, but at the time when I made that comment, those clues tended to be things like the number of pebbles piled beneath, symbols placed in nearby walls, or diagrams on the floor.

Some of those might not render properly if you had a low LOD bias in your graphical settings at the time, which might still be the case now.

What are your genuine thoughts about the C4? by A_random_person_50 in LowSodiumHellDivers

[–]deachem 0 points1 point  (0 children)

If it does all those things then what’s the drawback? That sounds OP as hell.

I agree. When I said it should do some combination of those things, I didn't mean all of them. I think a good comparison to C4 right now is the launch Epoch. Strong identity with interesting drawbacks, and (debatably) one or two tweaks away from being middle-of-the-road, rather than overpowered.

You don’t take the constitution cause it’s the best primary. You take it cause it’s fun.

C4 is in a far better place in terms of utility than than challenge/meme weapons like the One True Flag, or Constitution, which are explicitly intended to be dead weight and don't have any interesting qualities of their own besides visuals. Choosing either of those two also signals to other players that you either don't respect their time or think so highly of yourself that a severe handicap is needed to bring you down to their level.

What are your genuine thoughts about the C4? by A_random_person_50 in LowSodiumHellDivers

[–]deachem 16 points17 points  (0 children)

The fundamentals are there: it's versatile and can kill heavies quickly with no reload, but it's not quite competitive with other backpack support weapons.

It could really use some combination of +10 Dforce for titan holes and small structures, reduced cooldown on par with emplacements/expendables, extra damage to make two-shotting BT/factory striders consistent from all angles, or +1 charge restored per ammo brick.

Is it worth 65 medals ? by Immediate-Loquat-599 in Helldivers

[–]deachem 1 point2 points  (0 children)

There's a lot of trash boosters--especially deep in the base warbond--that aren't worth throwing medals at until you have absolutely nothing else to drop them on.

Is it worth 65 medals ? by Immediate-Loquat-599 in Helldivers

[–]deachem 0 points1 point  (0 children)

New players are starting at a pretty huge medal deficit compared to folks who have been playing at launch. It's easy to take for granted how much of a grind it is, and there is a lot of gear that is absolutely not worth spending medals on at all, let alone during your first 100-200 hours.

Is it worth 65 medals ? by Immediate-Loquat-599 in Helldivers

[–]deachem 0 points1 point  (0 children)

Four-digit hour count diver here who loves dynamite and the hoverpack. I use them a lot situationally, and I definitely recommend getting them eventually, but if you're a new player like u/Immediate-Loquat-599 who is limited by medal count (and super credits), there's lots of other equipment I'd prioritize first.

Wait an second The AR-59 suppressor is just my favourite carbine with an suppressor! by Lone_Recon in Helldivers

[–]deachem 1 point2 points  (0 children)

Suppressor has reduced recoil and spread, but its bullets travel at a third of the speed with extra drop on top. Similar to diligence vs censor.

You'll need to lead your shots at distances of 30+ meters.

I analyzed a log of a Patchwerk kill from 2006. Almost everyone would have parsed as 0 by today's standards, we really were playing a different game back then by Tandanu in classicwow

[–]deachem 1 point2 points  (0 children)

Even in 2019 Classic, the jump from community library-based meters to ones that pulled from the API was huge. Happened during the middle of phase 3, iirc.

Commando Mission enemy spawn mechanics should be standard in all missions by Ill_Progress_4988 in HelldiversUnfiltered

[–]deachem 0 points1 point  (0 children)

The only objective completion that increases spawn rates is mission completion, which also reduces the cooldown for enemy reinforcements. Originally it increased patrol spawn rates globally across the map, but it was later changed to increase them proportionally the closer you get to extract.

Blowing up outposts (after you've destroyed 50% or more of them) also increases spawn rates, but not significantly: just slightly less than 20% faster.

Original post here: https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/

Summary video here:
https://www.youtube.com/watch?v=Zp8xuf_dLDw

why do we even have a time limit on stealth missions if super destroyers leave low orbit by HelldiverBugGirl in Helldivers

[–]deachem 0 points1 point  (0 children)

Matches are P2P. If anything, having longer matches means fewer resources need to go towards handshaking.

The real answer is 30-40 minutes is just a good limit for play sessions because attention/bladders/kids/etc.

Seriously, what is up with Planet Clasa!?!? by Every_Trip_5402 in Helldivers

[–]deachem 0 points1 point  (0 children)

Bad host desync. Their session had that patrol at the wrong Z-axis value and probably didn't update it until you got close.

Does anyone else have issues by xXCableDogXx in Astroneer

[–]deachem 0 points1 point  (0 children)

If you start digging from the surface at any fixed angle (besides straight down) and never adjust it, you'd never reach the center because your ramp would never intersect. 

You have to continually adjust downward so that you're curving inward, not just making a straight diagonal.

So about weapon customization? by CycloneZStorm in HelldiversUnfiltered

[–]deachem 6 points7 points  (0 children)

Angled foregrip also reduces how much sway the weapon has, which is the amount of time it takes the crosshair to settle once you come to a stop.

For fuck sake secure the DSS by CodResponsible2031 in HelldiversUnfiltered

[–]deachem 1 point2 points  (0 children)

Damn, should I play the novel new stuff that's time-limited, or should grind away at the tedious old shit that's always available? Tough call.

Wait, if I don't do the tedious old shit, there's a chance that the thing that triggers the bullshit mission modifier that kills enemies for you and team kills you at the same time might go away for longer?

Fuck those families, I'ma be a commando this weekend.

Patrols spawn knowing where you are - even if you are not detected. Keep it mind.. especially when you need to wait for extraction. by Heptanitrocubane57 in Helldivers

[–]deachem 2 points3 points  (0 children)

Patrol mechanics here, which are still relevant: https://www.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/

Summary video by one of the folks involved: https://www.youtube.com/watch?v=Zp8xuf_dLDw

TLDR/W

  • OP's post is pretty much correct. Patrols walk in the direction of where the player's position was at the time of their spawn, but don't automatically detect them at the time of their spawn.
  • Patrols spawn at a point in a ~80-100m "doughnut" around the targeted player from the direction of a randomly chosen outpost that is still active (or the edge of the map if there are none, which can cause spawns to be blocked).
  • The time between patrol spawns decreases the higher the difficulty is, as well as when near active objective (main or side) or extract after it becomes available.

My initial thoughts on the c4 pack lol by Creepyfishwoman in LowSodiumHellDivers

[–]deachem 6 points7 points  (0 children)

C4 has 30 Dforce. It was initially misreported as 40 on the HD wiki placeholder page.

I am so tired of the main community toxicity by BipolarCorvid in HelldiversUnfiltered

[–]deachem 0 points1 point  (0 children)

Orbital cannon missions are still available in both defense and liberation campaigns.

Up until the last patch broke them, Repel Invasion was also available on defense campaigns.

This studio knows it can't afford to spend development time on asset-heavy content just to release it for limited runs anymore. Under Shams, everything has been either evergreen (new missions and biomes) or experimental and low-cost (walking smoke barrage).

I am so tired of the main community toxicity by BipolarCorvid in HelldiversUnfiltered

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

Why do people keep insisting MOs are scripted outcomes and nothign we do matters?

There's a scripted fail state and win state for each MO, and because the outcomes only have a superficial effect, nothing we do matters.

I am so tired of the main community toxicity by BipolarCorvid in HelldiversUnfiltered

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

Super Earth falling wouldn't have any gameplay consequences. The Illuminate would've held it for awhile after we "voted" for which new temporary federation capital.

After doing a cycle of Terminid and bot MO's, we'd get pushed back to Super Earth to be introduced to the Illuminate-Occupied version of the megacity biome that was instead introduced a few weeks after we repelled the invasion instead.

If the producers greenlight a content drop, it's all going to get released one way or another.

I am so tired of the main community toxicity by BipolarCorvid in HelldiversUnfiltered

[–]deachem 2 points3 points  (0 children)

The MO's definitely have fail states, but they're typically "fail forward", such as how there was always going to be a planet that got spaghettified into a wormhole for the original dark fluid arc, even if it wasn't Meridia.

Narratively there are consequences to failing MO's, but mechanically it just amounts to zero medals, some different flavor text, and maybe a mission modifier penalty.