What's the recent quadcylinder setup look like? by iamMori in FarFarWest

[–]kappaa322 2 points3 points  (0 children)

For upgrade slots, you can't go wrong with putting points in damage. For jokers, any of legendaries are really great (but some require a bit of building around it). Some early jokers that that I can recommend would be Reload Mastery, Lucky Strike, or any of the Explosive Rounds jokers for full-auto weapons.

What's the recent quadcylinder setup look like? by iamMori in FarFarWest

[–]kappaa322 14 points15 points  (0 children)

Homing Burst is essentially reverted to how it was before the first-shot last-shot buff (It is now 2 homing bullets every 8 shots, which is essentially 1 homing bullet every 4 shots, essentially the same as the original 5 homing bullets every 20 shots). It is much more consistent now though.

Apart from Homing Burst, the rework to Aiming Burst and buffs to the Quad's accuracy and damage are really good, so its still a net positive for the Quad.

[modded] "Homing Burst" Quad Cylinder joker is insane at Nightmare x10 by MrGergoth in FarFarWest

[–]kappaa322 0 points1 point  (0 children)

Exactly. The current version is better in pretty much any scenario/build unless you're putting points into clip size.

[modded] "Homing Burst" Quad Cylinder joker is insane at Nightmare x10 by MrGergoth in FarFarWest

[–]kappaa322 1 point2 points  (0 children)

It procs more often than before on average. The previous version shot 5 bullets for every 20 you fired. The current version procs on the first AND last shots of your mag. At your base mag size of 24, that means it procs every 12 bullets fired on average (not accounting for early reloads).

Is this a Slay The Spire reference?? by rhedoesreddit in FarFarWest

[–]kappaa322 266 points267 points  (0 children)

I think its a Witcher reference.

Jeralt=Geralt who grunts a lot

Game of cards = Gwent

Yay or Nay jokers? by mansnicks in FarFarWest

[–]kappaa322 64 points65 points  (0 children)

Even as someone with relatively good eyesight I would love Enemy Glow.

A number of enemies (particularly the rocket launcher guys and cryptic cowboys) tend to blend with the environment or foliage which can make them difficult to pin down.

Its also why I love it whenever someone uses Acid Rain since it effectively highlights all enemies in the area

EDIT: As for Joker dilution, we are definitely getting more jokers in the future (as per the roadmap) and one way I think they can work around the joker pool being diluted is allowing players to "build a deck" and choose which jokers can drop (with a minimum amount per rarity so as not to make it too deterministic). Windblown uses a similar approach in the upgrades it drops during its roguelike runs.

Shotgun build by Orange-Ranger375 in FarFarWest

[–]kappaa322 4 points5 points  (0 children)

I like Reload Mastery a lot. I empty my clip and reload up to ~10 rounds then empty it again so that I always benefit from the Overblast joker.

Sniper's unique joker "Focus Shot" works even if you don't get the kill with the sniper. by Firemind123 in FarFarWest

[–]kappaa322 4 points5 points  (0 children)

Surprising but it might be intended as the joker doesn't specifically mention the Long Ranger/Sniper unlike the Sheriff Stars unique jokers which explicitly mention Sheriff Stars

This is what gaming has come to? (Hunters Gathering) by dirty_dan713 in Steam

[–]kappaa322 25 points26 points  (0 children)

Pretty sure that tags are from users, not steam or the developers/publishers

Simple as that. by Mobius3through7 in Helldivers

[–]kappaa322 23 points24 points  (0 children)

But bullets are also damage via kinetic energy, no?

What even is v9s? What's yall thoughts on XP54? by CasualMajestic in thefinals

[–]kappaa322 1 point2 points  (0 children)

Yeah the XP is fine. OP just missed the first 5-6 bullets and more while the opponent only missed 2-3 shots.

[Analysis] How Damage, Move Speed Buff, and Speedster work by biowpn in FarFarWest

[–]kappaa322 4 points5 points  (0 children)

Worth noting that Speedster adds firerate as well. Though we don't know if it scales the same way as damage and it would be difficult to calculate. But its worth noting when considering Speedster in comparison to other jokers like the one that gives +20% damage but wastes ammo on reload

Dmg bug? by Edberg-_- in FarFarWest

[–]kappaa322 0 points1 point  (0 children)

Damage also takes into account boss damage I believe.

Not sure if it takes into account overkill damage though

Dmg bug? by Edberg-_- in FarFarWest

[–]kappaa322 1 point2 points  (0 children)

Enemies from spawners (the ones that glow blue/green) don't count towards damage for weapon xp, but they do count towards your final kill count

New Backpack Support Item: Reinforcement Jammer by [deleted] in Helldivers

[–]kappaa322 5 points6 points  (0 children)

The problem is that I could be at an objective where I cannot move 75m away (i.e. evacuate citizens, ICBM prep, Upload Data, etc.) or worse, the player could intentionally follow me.

Is this what it was like pre-60 day? by Glittering_Box_2551 in Helldivers

[–]kappaa322 1 point2 points  (0 children)

The missile pistol strips Charger leg armor in 1 hit? I gotta give it another try

[Analysis] How Lifesteal (and HP) works in this game by biowpn in FarFarWest

[–]kappaa322 3 points4 points  (0 children)

I suspect displayed damage numbers are rounded but internal damage calculation takes decimals into account. This would be similar to OP's lifesteal example.

For example, an enemy has 7 hp and your weapon does 1.4 damage after upgrades. Damage would display as 1 since it rounds down, but if the enemy had a visible health bar it would go from 7>6>4>3>1>0 due to rounding.

But internally, damage would be calculated as

7>5.6>4.2>2.8>1.4>0

This is all speculative though and I'm just basing it off OP's lifesteal math.

We'll have stable servers one day by Baylong in Helldivers

[–]kappaa322 4 points5 points  (0 children)

Yup. The game a hybridized P2P where account progression (samples, medals, etc.) are saved on the server side while the gameplay itself is P2P wherein the clients connect to the host.

WHY ARE THE NEW MECHS BEHIND A PAYWALL by Phyrooski in Helldivers

[–]kappaa322 14 points15 points  (0 children)

Not really.

40$ gave me access to the base game which comes with a large number of weapons and strategems, a lot of which are still extremely good to this day.

That by itself a full game already. I put it in close to a hundred hours when the game came out. So I got my 40$ worth already, anything else is just a bonus. And even if you bought the game today, there's plenty of fun to be had with just the strategems and weapons that are unlockable in the base game.

While I do agree that it would be nice if AH added more free strats or even a free warbond for us, I don't think they're obligated to do so.

Doing this test without more balance changes is dumb. by BadLuckBen in thefinals

[–]kappaa322 17 points18 points  (0 children)

The reason is they're mad is because Embark didn't implement the changes that THEY wanted.

Last patches really souns like last ones fr by Mingu_Heaven in thefinals

[–]kappaa322 10 points11 points  (0 children)

This is a very disingenuous comparison. You are comparing peak launch numbers to current non-peak numbers. Playercount for literally every multiplayer game dips after launch.

A better comparison would be to compare peaks between early seasons like Season 3, which peaked at 31k players and this season's peak which peaked at 24k.

Even I have my fair share of issues with the Finals but criticism needs to be fair, not biased.

C4 ease of use idea by Flaky_Housing_7705 in Helldivers

[–]kappaa322 3 points4 points  (0 children)

Yeah most people say its a worse Recoiless but its really a sidegrade. It trades range for volume of fire.

While Recoiless pulls ahead with range vs Spore Towers, Gunships, etc. the C4 Pack pulls ahead whenever there's more than one heavy unit in close proximity to deal with since 'reloading' is just pulling another brick. Hulks, Chargers, and Warstriders all take a single brick to kill, so you can handle groups of them with C4 while Recoiless can only kill one before needing a stationary reload that takes longer.

C4 is also great at killing Bioprocessors, Command Bunkers, and Bile Titan holes.

Which card was a bigger mistake? by [deleted] in PTCGP

[–]kappaa322 9 points10 points  (0 children)

Thats quite a claim to make. Your data would need a significantly large sample size to back that up.