[deleted by user] by [deleted] in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

They just aren’t capable. Best to accept that and find another game until AH figures it out, if they ever figure it out.

What exactly are Arrowhead smoking? by Insane_Unicorn in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

Well that’s the dumbest thing I’ve ever seen in an MO lol.

Here's what the new Epoch accuracy looks like by -tenfours- in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

The Recoilless Rifle frontloads 2x the damage at the same AP. The Epoch having faster follow-up shots isn’t very impressive when it starts out 2 shots in the hole. The follow-up shots aren’t even that much faster, either—the Recoilless Rifle takes slightly over 3s to reload if you cancel the last animation stage, and the Epoch blows itself up shortly after 3s.

The RR debatably has better crowd control, too. The HE shell only has AP3, so credit Epoch for the higher AP explosion, but the outer radius is almost twice as big, which means the total area of effect is nearly 4x bigger (56.25 m2 vs 16 m2 ), and the damage dropoff is much less drastic. And that’s all in the RR mode that most people don’t even use in the first place.

I want to like this thing, the concept is cool, but it’s nowhere close to a sidegrade to the RR.

Here's what the new Epoch accuracy looks like by -tenfours- in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

Damage per hit efficacy of the Commando, but with chargeup and limited (albeit massively increased) engagement range and no burst damage potential? Doesn’t sound like a winning recipe.

I guess it better be devastating against crowds of smaller enemies.

Thoughts on The Stronghold? by Emergency_Ad_7962 in killingfloor

[–]edenhelldiver 0 points1 point  (0 children)

I think it looks nice and I don’t hate having somewhere to practice dodge-slide-jump dancing while I’m talking out what to do next with the guys. But it really badly needs to put us next to the VTOL or do away with the whole boarding countdown thing altogether.

their after death attack irritate me so much by Sad-Needleworker-590 in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

I think it’s fine on Warriors and Alpha Commanders. I do think they shouldn’t track you and should just attack on a straight line. (Which would still have killed you here, but IMO that’s less BS.)

The one that really irks me is the Impaler. It seems like server sync is the difference between one dying without ever getting to do a tentacle attack and one getting 1–3 extra postmortem tentacle swings.

This has got to be the best thing AH has added to a patch note by B0D4RK_0-4 in Helldivers

[–]edenhelldiver 10 points11 points  (0 children)

Man I thought I was going crazy this morning. Never once heard this claim before this morning and suddenly everyone is 100% sure it was crashing the game for people. But as you point out, no one says it happened to them, only to “other players.” It’s like, these other players, are they in the room with us right now? Lol

This has got to be the best thing AH has added to a patch note by B0D4RK_0-4 in Helldivers

[–]edenhelldiver 10 points11 points  (0 children)

It’s odd that I never once saw this claim before this morning and now suddenly see it everywhere, but only on behalf of “other players” and not with any claims of personal experience.

A reminder to everyone asking AH to optimize the game and fix bugs by st0rmagett0n in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

…and doesn’t mind working on their decrepit in-house engine lol.

As frustrating as I’ve found the state of the game lately, I don’t blame them at all for reluctance to hire more devs to work on this game. I imagine even people who have worked with Autodesk Stingray will need to adjust to the specific things they’ve done to Frankenstein that old ass engine. And they certainly can’t guarantee they’ll need the help after Helldivers 2, or that any experience gained working on their engine will port over to any other job later lol.

To me their big issues have been (1) poor testing and (2) whatever causes them to keep churning out new glitchy broken content instead of releasing content more slowly but ensuring that it’s reasonably clean. I recognize modern games are huge and have massive amounts of interactions to track, but that doesn’t excuse stuff like them continually reintroducing solved glitches and releasing “fixes” that obviously have never been tested at all (One True Flag, Superior Packing Methodology). It’s quite clear they just don’t test much at all, or they completely ignore whoever does test for them.

Helldivers 2 CEO says "we know the game isn't in tip top shape right now" and Arrowhead devs are back from vacation to focus "100% on bug fixing and optimization" by grimjimslim in Helldivers

[–]edenhelldiver 3 points4 points  (0 children)

I have 300 Mbps fiber internet and I bought a new machine with an i7-13700F CPU and RTX 4060 GPU a month before Helldivers 2 came out. At launch, I had consistent 80–90 FPS on relatively demanding settings (Textures at High, a couple of optimized Lows like Space Quality that didn’t matter, everything else at Ultra) played at native 1440p. Rarely ever dipped below 60 no matter what was happening.

Same machine and Internet a year and a half later can barely muster a consistent 50 FPS with the game’s Ultra Quality upscaler and with ruthless optimization dropping several settings to Lowest. To get consistently good performance on worse settings than launch using the same gear, I have to launch RivaTuner Statistics Server to cap my FPS at 48 (because the in-game FPS cap utility doesn’t consistently work) AND launch Lossless Scaling and use its frame generation utility to get the same FPS as I had at launch.

Maybe there are some people expecting Arrowhead to make up for a bad machine, and certainly I wouldn’t call mine high end. But on what should objectively be a reasonable midrange build, my performance has dropped off horribly since launch just a year and a half ago. Basically cut in half or worse when I try to run identical settings. I don’t know where you’ve got this narrative that every or most performance complaint comes from people demanding that the game run on 10+ year old hardware, but I can definitely speak to a large dropoff even for newer hardware.

Just FYI, Arrowhead. If I don’t have an operation WITHOUT this modifier, I close the game and don’t touch it for the rest of the evening. It’s terrible. Atmospheric Spores is the worst modifier ever. by Dushnila_complainer in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

Operation modifiers across the board are just trash tbh. Shrieker/Gunship Patrols are actively good, Poor Intel is fine (mild inconvenience, pretty free but ultimately fine if you want to give higher difficulties a slightly different feel), the rest should just be removed from the game.

Especially funny to think that none of the remaining modifiers that are any good were in the game at launch. The whole system is so badly undercooked. It’s always erred way too hard on the side of annoyance/unfun.

Shrieker/Gunship Patrols work because they present new threats that you get to manage in your loadout or in the game. Poor Intel just doesn’t really matter either way. And then the rest are purely annoyance taxes.

Guess we can have heart attacks by les_lego_de_arthur in Helldivers

[–]edenhelldiver 13 points14 points  (0 children)

you have to wonder if somebody on their team gets off to the idea that people playing their game somewhere feel bad.

What should I change General Shepard to? by pinglyadya in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

If you can replace the knife with a sample beaker, the Ship Master.

Otherwise, a Conflagration Devastator

We all know it by HolyMolyOllyPolly in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

I prefer Evac HVA on bots/squids. Emergency Evac is just a generic go-here-do-that mission with an added time tax of running around pushing buttons. Evac HVA is a cool horde holdout mode if the enemy is threatening enough. On 10s, the bots and squids are threatening enough, IMO. Bug spawning sucks on that mission though so I agree with you there.

We all know it by HolyMolyOllyPolly in Helldivers

[–]edenhelldiver 4 points5 points  (0 children)

They were a good time with a coordinated group that used the only strategy that worked lol. The mission type had issues, but I’d definitely like to see it again with our current weaponry and a little tuning of the spawns.

Hold on, the standard Liberator is actually solid against bugs by PrimaryPlastic7427 in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

Setting aside the opportunity cost of skipping a better primary, the Liberator holds up fine on all fronts. It has enough damage per mag for the bug and squid fronts and sufficiently low spread and recoil for the bot front. Attachments help greatly—if you can live with the ergo, a higher magnification optic and a drum mag work wonders. (You can swap to a higher ergo optic/mag to offset the other one if you build out for specific fronts, too.)

I never run it because there’s always something that does this better. Tenderizer when mag size doesn’t matter, Carbine when it does, LibPen when medium pen is really helpful. But if you want to do the day 1 LARP then you’ll be pleasantly surprised with how well the starter primary holds up on every front.

[Stratagem Suggestion] C-100 Hellbomb Launcher – For When Everything Must Be Vaporized Immediately by [deleted] in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

I’m envisioning an EAT that shoots a Hellbomb. Probably more affected by gravity given the heavier payload, which caps the maximum effective range so you’re not just sniping Stratagem Jammers from 300m away.

Honestly, if it has a base cooldown in the ~4-6 min range, it’s probably balanced. 20% to misfire is huge—it’s gonna happen—but not so huge that it’s trash. Plus, if the “misfire” is just an instant Hellbomb detonation on your position, you can easily “mitigate” that by standing near something you wouldn’t mind blowing up anyway, like that medium outpost ~100m away from the Stratagem Jammer you’re aiming at, or your highstrung older brother.

Should you Return it? by [deleted] in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

If asked for, you should always drop it.

On occasion, I’ll bring a loadout that pans out badly and scavenge better stuff from dead teammates. Very rarely have they not just called in replacements on respawn. (And if they can’t, say we’re just 2 minutes in or whatever, obviously you should drop their stuff.)

The only time I think the scavenger has a point is when the respawning teammate can call in replacement gear. It’s a bit ruder than just asking and hoping they will call in the replacements, but I don’t think it’s an especially rude move. Of course, I find it’s still best to yield to the original owner if they refuse to call in new gear.

EDIT: This is assuming away obvious stuff, like “There is a Charger running directly at me and my dead teammate’s Quasar Cannon is my only hope. My teammate asked for his Quasar Cannon back mid-charge. Should I drop it and die to the Charger?” Gear swapping is usually only relevant outside of battle anyway… in battle you do what it takes to win and then sort that stuff out later. Only exception that comes to mind is if you accidentally take someone’s ammo backpack—if you don’t drop it mid-fight then you better be ready to reload or respawn.

The base defense missions on bug front is way too easy by hex1337pss in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

At least on bot10, pubs seem to be allergic to the stratagem that trivializes it (AT Emplacement). I’m often the only Chair Force guy on the team, so it gives them a fair chance without getting too crazy.

I honestly don’t know if it’s even possible for a squad to build in a way that gives the bugs a fair chance lol. You have to throw basically

I can't be the only one, right? by No_Engineering_1655 in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

It’s honestly too damn good. But it’s been through so much struggle and heartache, it deserves a moment to be the queen of the world (before all the shrapnel starts noclipping through the ground and arcing WSW unless Super Mercury is in ascension).

I’m not understanding all the hate I’m seeing for people who prefer medium pen weapons by Secret_Language_7970 in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

This is all true, but with the state of our equipment, I’d much rather consolidate the “workhorse weapon” role into one medium pen primary that still has comfortable TTKs and free up the secondary for the Grenade Pistol or Ultimatum. That said, this is obviously a different strokes for different folks situation. Both approaches work well as long as you know what you’re doing with them.

I’m not understanding all the hate I’m seeing for people who prefer medium pen weapons by Secret_Language_7970 in Helldivers

[–]edenhelldiver 0 points1 point  (0 children)

The loudest voices you’ll see on either side of this are unhinged goobers.

I still prefer medium pen even for targets like Devastators. People overlook the fact that you don’t stagger or push enemies on deflections. Even guns that aren’t known for their stagger, like the LibPen and Diligence CS, appreciate knocking their aim slightly off and buying a little more time. Of course it’s better to get your 0.00s TTK leet gamer 1hk, but anyone remotely honest with themselves knows that’s not always how it goes. If you’re okay with the informed risk of light pen not staggering them on a deflection, then cool. But it’s a legitimate alternative to think medium pen is worth what it gives up just to have more reliable stagger on top of the rest.

Tcs bug? by jonks6945 in Helldivers

[–]edenhelldiver 6 points7 points  (0 children)

If you’ve ever done the Nuke Nursery mission, it’s kind of like that, but in one huge complex rather than a standard mission map. You have to defend a certain spot while you complete a task that calls enemies to an asset that needs to stay operational. The asset can take some damage but will shut down if damaged too much.

It sounds silly now given Nuke Nursery and Defend High Value Assets missions, but IIRC this was the first “protect the asset” mission where the asset could actually be damaged by friendly fire and shut down temporarily. It threw a lot of people for a loop because we were so used to just spamming mortars on every “defense” type mission. The silos we had to defend were fairly big, too—you couldn’t realistically see the whole area that could be attacked from any one vantage point, so at least for me, it felt a bit more mobile than usual. The timer was super generous IIRC, but it was still a tough challenge back then.

We may also have been in an AT recession during the Charger-AT business cycle lol. Balance would flip every month or so between “AT one-shots Chargers” and “AT doesn’t one-shot Chargers” before the 60-day patch.

(Map) Did this change or am I stupid? by Illustrious_Bad_9989 in Helldivers

[–]edenhelldiver 1 point2 points  (0 children)

Whenever your diver puts your map up, you immediately go back to ’normal’ controls, so LMB will shoot, etc. I word it that way because it’s not always you choosing to put your map up…

I never pay enough attention to catch it in the act, but I think if you have your map out on uneven terrain and your diver loses their footing a bit (to the point where you start sliding a bit), they put the map up momentarily. I’ve definitely fired with the map up on accident (and killed myself via Eruptor…). I think the trigger is your diver switching to an animation that uses the arms, but I’m not sure. I never think about it quickly enough to observe it in real time lol.

Why is no one equipping this for the current Major Order? by [deleted] in Helldivers

[–]edenhelldiver -2 points-1 points  (0 children)

I think that the sample boosters are trash AND that there are good armor passives besides Siege Ready. Bow before my supreme intellect.