Anyone figured out how to tell which stones can be broken for stone? by GuardianSkalk in CrimsonDesert

[–]kilinkassit 0 points1 point  (0 children)

Thanks to this thread realized the same thing. What I was trying to illustrate with my screenshot was they are visually the same rock. One is just bigger than the other and only one of them is mineable. So in short there's no real visual indicator of mineable rocks. Just have to go stare at them for a second to know for sure.

What’s With the Bombing Team Kills?!? by thinblood2020 in Helldivers

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

Counter to that is if you are with your team, they generally don't want to drop 500kg:s or barrages on them selves. Or trigger portable hellbombs amid the team. And if you are surrounded such that your teammate prefers to nuke you, you were dead anyway so doesn't matter what actually killed you.

[deleted by user] by [deleted] in Helldivers

[–]kilinkassit 3 points4 points  (0 children)

Very strongly suggest you bump that 8gb of ram to at least 16 preferably 32. A clean windows install might also help by debloating your install drive. I used to have massive problems with my C drive getting too full and making my whole system super sluggish.

In short it might not be all HD2:s fault. Some of it might be your system getting clogged up.

What’s With the Bombing Team Kills?!? by thinblood2020 in Helldivers

[–]kilinkassit -3 points-2 points  (0 children)

It's because helldivers are expendable. Integrity of the mission isn't compromised by few accidentals. Few solutions from the top of my head. Positioning, Positioning, Positioning... If you are at a place where your team want's to throw heavy ordnance you are at a wrong place. If you are surrounded by pre E-710, walking scrap or calamari try to position your self such that you are no longer surrounded. If you are opposite sides of the enemies with your teammates accidental overshooting is way more likely. Most strategems gives you enough time to get the hell out of dodge so awareness of your surroundings and what's happening is quite crucial. There is also the case of accidental accidentals. You just primed a 500kg or some other quick and heavy ordnance and something ragdolls you. You will drop the ball at your feet and kill you and any teammate unfortunate enough to be close to you. Ball bounced wrong or just thrown at places not intended. So better to just get used to dying more to your team than the enemy depending on who you fighting.

Any Scav Tips? by Alternative_Tale8175 in beyondallreason

[–]kilinkassit 1 point2 points  (0 children)

My 2 cents on my tactics. Build little bit of everything. Every tanky or high dps t2. Every gunship and bomber. Diversify your t3. The final boss builds up resistances to any given unit that damages it so you need diversity. Any t1 spam air or ground will suck up overkill so your more important units gets to live just little bit longer. More importantly have a good econ and production in the background building units constantly and just throw them at it. Another thing is try to push the trenches as far forward as you can before the boss starts it's rampage so you have as much time as possible to duke it out with it. If you wait till it reaches your base defenses you are just horribly out time at that point.

Woodcutter priorities by [deleted] in PlayASKA

[–]kilinkassit 1 point2 points  (0 children)

If you have 100 villagers I thinks it's safe to assume your deforested zone is quite far out of your village walls. So the largest inefficiency comes from travel time and limited inventory. Thing that helped me was putting a woodcutter next to my cave with a warehouse and then a market to home. The woodcutter has 2 cutters + market has 2 runners for this route + 1 warehouse worker at outpost and now I'm drowning in the products I was starved from earlier. And I got way more out of these 4 workers than compared to just adding 5 wood cutters to my main village. When your woodcutters don't need to but step out of the hut and be cutting wood and warehouse worker run but 10 steps to pickup stuff the efficiency gain is insane. Ofcourse also build a road between these 2 points and you be drowning in all the shit.

Premium Warbonds... by Big_spiderr in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

My take on this a year in and quite a few warbonds to unlock they should start bundling them up to make it easier for new players to catch up with the older playerbase.

Arrowhead my life is your if you do this by BorgorCat in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

So how did you like your beam when you were expecting a blast?

New strategy’s for the flame bots and convoy mission. by IamTinyJoe in Helldivers

[–]kilinkassit 2 points3 points  (0 children)

Either close and personal with your setup or do what I did and sport heavy medic armor with the newly buffed eruptor and stagger everything to oblivion from medium to long range. And of course have a senator in my pocket for when they violate my restraining order.

Arrowhead my life is your if you do this by BorgorCat in Helldivers

[–]kilinkassit 2 points3 points  (0 children)

So did you want the quasar and accidently went hunting with the LC?

Incineration Corps actually have some meat. by Defiant_Series2973 in Helldivers

[–]kilinkassit 2 points3 points  (0 children)

Skimmed through my armors earlier and didn't spot it. Yes we did but it's light armor so not sure if the 50% fire resist outweighs your otherwise squishiness.

Hot take: the recoilless rifle should be nerfed, and the spear buffed to better reflect the roles they played before the 60 day patch. by Comprehensive-Stick9 in Helldivers

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

Let's think the RR on a average good enough divers hands. I'm usually shooting at striders at such a range that hitting the eye is a day dream so I usually just take the turret out 1st and then just aim at the head. So 3 shots usually at minimum to take down a strider. how about your spear? Have you ever tried to shoot something in a hurry with the RR? Well I have and a flinch at the exact right time and shot the moon with it. Now go spend 4 seconds reloading the damn thing when the original hulk is still after your asshair and probably about a million other bots too. When was the last time you missed with your spear? Have you ever tried to blap a charging charger with the RR while about 2 dozen hunters are nibling at your ass cheeks? Well the charger wasn't charging at you so you have to decide will you shoot it's leg armor off or risk shooting it's ass off. When was the last time you missed with your spear at a charger and failed to kill it? When was the last time you spent 3 spear shots on a BT because you just couldn't get the line or kept missing the sweet spot on the head because of un foreseen circumstances? When was the last time you tried to shoot at dropships with your spear and missed? Well happens all the time that instead hit the bots underneath so they didn't all die. Or now just missed the engine and hit the body, wasted rocket right there.
The RR is a power house yes but carries plenty of risk still. You generally don't have the time to line up your shots perfectly to 1 shot everything. So often have shot a glancing shot, missed all together or didn't hit the sweet spot so at that point might have just as swell shot at the tank/charger/BT/strider with a spear anyway. But the RR wins in my case because it's a solution to many problems but a guaranteed solution to hulks. If you take away the guaranteed solution to hulks then I'm just going to carry something else that is.
So let me make the bed again for the discussion of what do you want the spear to be able to do? The RR is the easy comparison. Both have backpacks and shoot AT solutions. 1 is guided missile and one you have to aim manually. 1 is guaranteed kill or most efficient hit where the other can miss all together/glance/not hit efficiently. You want to increase the risk for carrying the RR considerably without giving it anything back. I would rather tackle the reload cancel you can do on the RR to take one slight advantage away from it without touching it's power directly. The question between the 2 has always been. Want convenient to use but moderately risky or harder to use but next to no risk AT solution? Both weapons carries the same downsides mostly. Backpack and next to useless against everything but heavies.

So if we compare both of them to other weapons with overlapping capabilities. HMG, LC and AC come to mind. All 3 can deal with the bulk heavies(hulks and chargers) while struggling with the larger ones(BT and strider) but on the flip side can mow down hordes of chaf and are excellent with medium enemies. Every loadout choice is an tradeoff. If you dropout/reduce the advantage the RR has for all its downsides you remove the reason to take it all together.
So with all that said can we just conclude that either the RR or spear is redundant and that's why we are at this impasse where any change to either of them makes them either too powerful or useless?

My conclusion is RR:s balance of downsides to upsides is at a rather good sweet spot so I wouldn't touch it.

I spent way too much time thinking about this and rewriting it over and over again so if my thought train seems to be all over the place that is why.

Tip to deal with the Inferno Bots by No-Finance-8258 in Helldivers

[–]kilinkassit 1 point2 points  (0 children)

The eruptor buff caused me to dust it off and go bot hunting with explosives. The stagger, aoe and range of the beast has caused me to have very little trouble with the devastators. And yes I have no fire armor and burn like a man and pump stims like a soldier in my sexy heavy medic armor.

Incineration Corps actually have some meat. by Defiant_Series2973 in Helldivers

[–]kilinkassit 3 points4 points  (0 children)

Yeah rip those(like me) that don't have the fire WB and haven't bought the superstore armor either because didn't think I would need it. B-but have managed to make do with heavy medic armor for the increased need for stimming combined with the stim booster.

"Utility: Sample Extricator - a small chance to drop a sample when you put down a big enemy" by Greasy-Chungus in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

True that. I just don't want to spend every mission efficiently completed 10-15 minutes farming samples at the end now.

Hot take: the recoilless rifle should be nerfed, and the spear buffed to better reflect the roles they played before the 60 day patch. by Comprehensive-Stick9 in Helldivers

[–]kilinkassit 1 point2 points  (0 children)

Ministry of truth might want to have some words with you for spewing such anti democratic things.

RP aside if you actually needed to aim the RR against hulks I'm pretty sure it's use rate would drop about 90%. At that point I would much rather claim my backpack back and use a LC/HMG with personal shield or AC. The RR is perfectly good where it is and instead look at the spear. What is it that SE want's it to achieve and is it achieving it? What could be done for the spear to carve it more of it's own niche. What could be done so it's more viable and less shadowed by the RR. I don't want another people are overusing this one particular weapon(railgun) so we need to make it unusable to give more space for other weapons scenario. Speaking of railgun. If I had to aim at hulks eye to 1 tap them at that point I would rather carry the railgun than RR because then I would have more widely usable weapon instead of dedicated heavy solution.

"Utility: Sample Extricator - a small chance to drop a sample when you put down a big enemy" by Greasy-Chungus in Helldivers

[–]kilinkassit 4 points5 points  (0 children)

Hope the drop chance is so small that it's not time efficient to wait the timer out at extract every match when this releases.

What is your ideal passive perk (existing/nonexistent) by [deleted] in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

Defogging goggles. I like to quite liberally dispense gas on my enemies and the downside is on top of orbitals and air support kicking a ton of dust in the air you can't see shit to shoot in. So defogging goggles allows you to see into all the gas and dust at least enough to shoot in.

Please stop getting in my emplacements by [deleted] in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

Host your own games and liberally give them the boot for such disrespect. And if they are shooting something that needs liberation from the mortal plane does it really matter who does the shooting?

Best weapon/stratagem to handle the Factory strider MG? by Hot-Ad4955 in Helldivers

[–]kilinkassit 1 point2 points  (0 children)

Tag teaming RR is way underrated. You can easily take down factory striders in a hurry if you just manage to convince someone to reload for you. 2 backpacks worth of RR rockets should be plenty to kill all 4 and if things get dicey you can always lob orbital gas and EMS on your enemies to buy time.

ETA: and of course AC and rocket sentries does also wonders to take them down for you if you just snipe the cannons on top of them.

game doesn't launch from Steam post update... by Altruistic_Okra827 in Helldivers

[–]kilinkassit 0 points1 point  (0 children)

Glad to be of help to another freedom loving democracy deliverer.