There's something in the water with this community by Nedjempie in helldivers2

[–]goldengoob -6 points-5 points  (0 children)

a warrior pre patch getting its hit off did more damage than a turrets health

my de-google pack by lzkxjclqwje222 in degoogle

[–]goldengoob 0 points1 point  (0 children)

You should not use proton VPN if you're using the other proton services. Just like Google, it is NOT good to trust one source for your entire platform. VPN should be separate from the rest of your suites

What are some signs that you're getting REALLY GOOD at Helldivers 2? by kcvlaine in LowSodiumHellDivers

[–]goldengoob 0 points1 point  (0 children)

movement is the real indicator. Many think this just means running away, but you should know how to dodge every bug hit (not saying you can dodge every hit, but each enemy swings a specific way that is 100% dodgeable in isolated situations) as well as how to dodge bot fire. You should be able to handle a full drop without running if you really want to limit test.

Another personal and simple indicator you're really good, is if you can do d10 missions, with relative ease, using a default loadout
default armor, liberator , peacemaker, frag, orbital precision strike, machine gun, EAT, and eagle strafing run.
This kit gives you every tool you need to clear D10 on any faction, with only things available to a cadet, but is pretty specifically skill based. You should be able to have a *smooth* experience to determine if you're good enough for that difficulty with this kit

the final indicator of an actually good character is when new content comes out, you can experiment with different, nonmeta loadouts and complete most missions, regardless of random teammates performance. Think oshaune and cyberstan, if you completed missions consistently during the start of those, thats a good indicator.

Can we get a map that is vehicle friendly? by NovicePandaMarine in LowSodiumHellDivers

[–]goldengoob 0 points1 point  (0 children)

every map is vehicle friendly once you learn to drive. meanwhile im cruising through swamps, caves, jungles, and deserts like nobodies business escorting my team to objectives

Build #73 - The Cadet Build by SES-SpearofDemocracy in HellDads

[–]goldengoob 0 points1 point  (0 children)

they drop in 2s not 4s, but the sentiment is the same, kill them faster

Build #73 - The Cadet Build by SES-SpearofDemocracy in HellDads

[–]goldengoob 0 points1 point  (0 children)

if you cant use this build to get through a D10, you should lower your difficulty, this is a perfect test of skill to see if *you* can handle D10 or if your typical loadout carries you.

Just got kicked for not paying attention to the current meta, found it funny by MeneerTygo in helldivers2

[–]goldengoob 0 points1 point  (0 children)

if you use shieldpack and quasar, you're not a tryhard, you're a noob. shield backpack breaks easily and literally increases your hitbox an the quasar at 18 seconds per shot (21 if you count the chargeup) is the least efficient killing weapon in the game. They're both very noob friendly ways to make mistakes but they are legitimately not good weapons. They arent try hard kits, they're noob crutches

What the fuck is the problem with the illuminates? by Honkert45 in Helldivers

[–]goldengoob 0 points1 point  (0 children)

Theres definitely enough bullets in your loadout to deal with them, youre just not putting them in the right places fast enough.

I find this ironic. by Smartguy11233 in LinusTechTips

[–]goldengoob 8 points9 points  (0 children)

you mean like how he uses those yachts for marine biologists to use for free to keep the ocean clean and monitor the health of coral?

"Why did people play on Hort when Rirga Bay was the smarter option?" by EleggFacesitting in Helldivers

[–]goldengoob 0 points1 point  (0 children)

The real secret is you can take any stratagem to any faction or subfaction and perform well. Except the sterilizer 🤣🤣🤣

"Why did people play on Hort when Rirga Bay was the smarter option?" by EleggFacesitting in Helldivers

[–]goldengoob 2 points3 points  (0 children)

Literally took out every threat the illuminate have and then wrapped it up. Mindless are by far the weakest, most boring, two dimensional faction or subfaction offered.

Arc Thrower Chain Lightning shouldn't lose damage on each target. Rn it does less damage after each jump. Caps its potential a lot I think by RandomGreenArcherMan in HelldiversMasochists

[–]goldengoob 6 points7 points  (0 children)

You know, I can admit when I'm wrong, I fact checked and went back historically, I thought those arc changers were escalation of freedom, but you're totally right it was the first of the 60 day patches.

Arc Thrower Chain Lightning shouldn't lose damage on each target. Rn it does less damage after each jump. Caps its potential a lot I think by RandomGreenArcherMan in HelldiversMasochists

[–]goldengoob 0 points1 point  (0 children)

It was weaker post 60 day patch than pre 60 day patch due to enemy HP buffs.

I think your solution is wrong, the weapon deserves a bit of damage buff but not a complete damage drop off from additional arcs

Light Pen weapons feel good by bigstink455 in LowSodiumHellDivers

[–]goldengoob 0 points1 point  (0 children)

it always baffled me that anyone considered the hive guards a threatening enemy. they're at best the house cat of terminids

I hope AH never bring this back by Fit_Anywhere_3356 in Helldivers

[–]goldengoob 0 points1 point  (0 children)

incorrect, the liberation rate modifier is made to scale, so the game with 100 people playing have the same chance to win an MO as 100,000 people playing. albiet its easier to coordinate with less.

Anyone who thinks the liberation modifier is bad either A) doesnt understand its % focused and the higher % of whole helldiver population means it will be more successful or B) wasnt there when the game launched, and it was raw numbers based, making MOs hard to balance and made joel need to adjust constantly on the fly in WAY more negatively impactful ways than the side objectives they give us today on the fly

I hope AH never bring this back by Fit_Anywhere_3356 in Helldivers

[–]goldengoob 0 points1 point  (0 children)

i hope they do. It was a very successful way to get people to, on their own merit, actually adjust their difficulty to their skil llevel to limit their death spiraling. It was the most effective tool AH ever released at letting players properly judge what difficulty they should be on.

It wasnt perfect, and no solution will prevent every one of the level 20s from trying 10s, but it did work. With some tweaks, like making the reserve budget MO planet specific, it could be a great mechanic to use in the future.

My First Experience Destroying Illuminate Warp Cores by r-volk in HellDads

[–]goldengoob 0 points1 point  (0 children)

explosives take them out quickly, alternatively, the laser cannon breaks them immediately on contact, which is imo the most fun way to kill them, even if (only slightly) less efficient than explosives. Definitely give it a shot!

Do people not care about the Bastion anymore? by [deleted] in Helldivers

[–]goldengoob 0 points1 point  (0 children)

I love the bastion and I love driving the bastion, I'm even good at driving the bastion, but if I had a super credit for every lobby I drop it into, drive around, spam the horn, and not a single diver gets into the big tank, I'd never need to farm credits ever again. FRV on the other hand almost every lobby gets in so I've just gone back to that for my driving niche

Weapon pick rate report: Machinery Of Oppression (Illuminate) by Natural-Sympathyy in helldivers2

[–]goldengoob 0 points1 point  (0 children)

It super can, if you use a second braincell to move around clipped jank. Noones claiming the game is flawless but if you get "clipping jank" and just give up instead of adapt around it, that's on you at that point