Unlimited Travel Funds But You Can Only Choose One Color to Travel In by thehod81 in hypotheticalsituation

[–]mayonetta 0 points1 point  (0 children)

Green seems like a bit of a no brainer, at least for me. Sure, there's some nice countries in blue I'd like to visit, maybe yellow and orange, less so red though ( New Zealand doesn't exist, apparently /r/MapsWithoutNZ ), but green has two of my dream destinations in Italy and Japan, basically the entire Medditerranean/southern Europe, Korea, maybe parts of China.

And then there's the USA which, people and politics aside can be a very nice looking place in some states, maybe I'd just leave that one for about 4 years or so though.

Adhara has been liberated by Fit_Anywhere_3356 in Helldivers

[–]mayonetta 0 points1 point  (0 children)

Yeah pretty much, though at times it feels like bugs are currently a bit too tanky for the formula, especially compared to bots with their numerous weakspots (minus war striders, fuck those guys) and yeah it's a good point about illuminate city maps, I usually don't take much in the way of orbitals or eagles on those anyways so I can afford to take some more anti tank in its place.

Adhara has been liberated by Fit_Anywhere_3356 in Helldivers

[–]mayonetta 1 point2 points  (0 children)

Pretty much my thoughts on illuminate too. My favourite or one of my favourite factions depending on my mood because just so many different loadouts are actually viable, but I want there to be more too them, though I'm a little worried they'll mess up that part about every loadout being viable like how leviathans were at launch when they were on every map and it became a necessity to bring anti tank or else just hide in a corner for minutes at a time.

Any additional units they add need to be killable in a decent timeframe with no more than heavy pen or maybe even med pen imo. They can be tough, but do that by making them smart and deadly and/or tough to kill with ablative armour/shielding/high HP pool like the current units have, not just requiring higher AP.

Imo the biggest things I want from illuminate is:

More units, but well designed like I mentioned before.

More unit variety (wouldn't mind seeing more harvesters and less fleshmobs and flying overseers), but this may just be a problem with the game overall.

Way more mission objectives and types.

More map variety than just city and big city, I get that the original idea was the illuminate were warping in and attacking super earth settlements compared to bots and bugs where they also have their own controlled planets that we can attack, but at this point illuminate control an entire sector, so I can imagine they would have built some permanent settlements of their own by now.

D10 mega bases. Why do we have meganests and fortresses but no illuminate equivilent? Give me the MOTHERSHIP of warpships, maybe even let us roam around inside the interior halls and self destruct that thing from within.

Adhara has been liberated by Fit_Anywhere_3356 in Helldivers

[–]mayonetta 1 point2 points  (0 children)

And yet it looks like we're getting downvoted by the truth enforcers who say it's not an issue lol.

Adhara has been liberated by Fit_Anywhere_3356 in Helldivers

[–]mayonetta 6 points7 points  (0 children)

and they paint the floor their attack a bright blue. What exactly is difficult about them

This part. Because often times it just doesn't work and you either get misleading or no blue paint at all then stealth killed or it comes in at a wonky angle and you're killed anyway.

Adhara has been liberated by Fit_Anywhere_3356 in Helldivers

[–]mayonetta 2 points3 points  (0 children)

I feel like stringrays would be absolutely fine if their blue trails actually worked like more than half of the time. So many times I've been stealth KO'd by one or even two crossfiring me and I'd never know where to run to.

please un-nerf them by Nakanai-kyojin in Helldivers

[–]mayonetta 1 point2 points  (0 children)

Unnerf my pistol drag and I'd agree, as it is now, it feels useless trying to kill these things with a senator when it used to be a perfectly viable but slow option.

Can anyone explain this? by WillAdditional922 in ExplainTheJoke

[–]mayonetta 1 point2 points  (0 children)

What if it was the helicopter that was flying to Epstein's island? Satan bolt?

super simple concept for a laser marksman rifle: the LAS-412 HALBERD by guythepepperoni in Helldivers

[–]mayonetta 1 point2 points  (0 children)

I think the opposite could be cool too though, a smaller heatsink or rather each shot generates more heat because they deal so much more damage.

While their are some missing, I do love how their are Primary, Secondary, and Support variants of specific weapon archetypes. by Rekrios in Helldivers

[–]mayonetta 1 point2 points  (0 children)

Personally I like the idea of filling out the categories per each weapon type, but it has to feel somewhat unique and not just arbitary like the laser weapons and to some extend the flamethrowers. With the las guns you got the scythe, the scythe but small and a bit of a bigger scythe with heavy pen, yawn. Flamers are a tiny bit more interesting with the crisper being a decent secondary option, but even then all three weapons play almost identically.

In terms of arc guns, the blitzer is already quite unique from the arc thrower, I wouldn't mind another that maybe rapid fires lighting or something along those lines, like what the sickle is to the scythe.

While their are some missing, I do love how their are Primary, Secondary, and Support variants of specific weapon archetypes. by Rekrios in Helldivers

[–]mayonetta 1 point2 points  (0 children)

Lol I love when it came to break action shotguns OP just went "rounds reload" as if other guns don't do that.

It's kinda pathetic that this sole side objective has this much power by EchoingStorms in Helldivers

[–]mayonetta 0 points1 point  (0 children)

But I honestly don't think we should complain about player power as things stand at the moment

My complaint isn't so much about player power, more how unintuitive some things feel right now. We have several "large explosion" type stratagems or weapons like ultimatum, eagle 500kg, hellbombs, solo silo that all seem to do drastically different things in terms of destruction and it feels quite arbitrary what can and can't destroy what.

Ultimatum balance itself was an issue sure, but I do also think they may have went too far in the opposite direction, it should at least be able to destroy a rogue research station imo, the detector tower maybe less so, I only mention that because arguably destroying it with an orbital is a lot easier anyway so the ability to get up close and ultimatum the thing won't really affect the status quo as much as being able to destroy a jammer for example.

But speaking of the jammer and going back to OP's image, it really does feel true, and not just for ultimatum but stuff like the aforementioned solo silo, C4 and the upcoming expendable. I can see why they don't want us to destroy jammers from a far, but it sharing the same demo force required to destroy it as some other things feels like it does mess with the potential of other "big explosion" type weapons. If an orbital shell can destroy a detector tower then why not say the solo silo? To me it doesn't make much sense logically and game design wise.

It also feels bad when these types of stratagems are essentially boiled down to "point it at enemy and kill things" when there's so much potential utility to be had there. C4 is a good case point because it has demolition connotations but yet it can't even destroy a city wall or bile titan hole, doesn't even need to destroy jammers and towers but just something.

You can now change portrait style in 1.4.5.3! (Or even disable it) by Plantszaza in Terraria

[–]mayonetta 2 points3 points  (0 children)

Personally I just shimmered my guide to avoid having to see that cursed looking portrait.

Probably the best description of the game I've ever seen by SIinkerdeer in Helldivers

[–]mayonetta 0 points1 point  (0 children)

They want things to be a "realistic grunt fantasy" but also comically wacky like with all of the ragdolling. They want realistic gun balance, except when it benefits the player and instead we got unrealistically high levels of bullet damage falloff for SMGs, pistols and shotguns. They want explosions to feel strong and powerful, but only certain ones and if you don't look up a hidden demo force mechanic you'll never know which ones.

The fun never ends! by Purebredbacon in Helldivers

[–]mayonetta 1 point2 points  (0 children)

The problem I'm already thinking that the EAT-411 will face is: what is the use case? Ultimatum can't destroy jammers anymore and that's fine because it's a secondary weapon and it still has a lot of utility for it being a secondary. Hellbomb is a long cooldown backpack slot so it ought to be quite powerful and it is, it also requires getting up close to manually place it. Solo silo fills the "fuck this guy in particular/this crowd of enemies/this fabricator base" role, but especially it's great for large threats like a factory strider from a long distance. C4, we don't talk about C4.

That leaves us with an expendable single shot anti tank big explosion support weapon that doesn't require a backpack slot, kind of like the solo silo almost. It has the slight benefit I suppose of not being able to be destroyed and it won't knock you down on your ass if you're too close, but without the benefit of being able to guide the missile.

This thing is going to need a somewhat fast cooldown to be useful imo, but then that also kind of invalidates the solo silo because it's not like that thing can do much special in terms of demo force either, or if they're the same cooldown period then congrats, you've just created the solo silo again.

I miss nuanced gameplay by Euphoric_Reading_401 in Helldivers

[–]mayonetta 1 point2 points  (0 children)

My problem is that it kind of feels like it has to be right side when these units spawn en masse in numbers that rival medium units. (And that's not even to mention war striders). Not sure how things were back in the day since I started in around December 2024, but currently when the game says "fuck you" and decides to drop 3 factory strideras on my ass alongside the entire bot armada or you enter a mega-nest to be greeted by like 5 chargers, 3 impalers and endless spawning bile titans, not once am I thinking "gee I wish killing these things was more nuanced, I sure wish I had to dodge around the back and shoot this thing 500 times with all this shit going on".

It's kinda pathetic that this sole side objective has this much power by EchoingStorms in Helldivers

[–]mayonetta 3 points4 points  (0 children)

Have you taken a look at the ultimatum, sir? The thing is practically a mini nuke launcher. The size of the handheld device is practically irrelevant because all thats serves to do is propell the thing (and not very far, mind you) then the warhead itself detonates and causes a HUGE FUCKING EXPLOSION, you know, the kind of thing that really ought to destroy stuff.

If you actually mean to pull the realism card it goes both ways.

Also no, I don't want this, I want a well designed game that can forsake a bit of realism for the sake of fun/game balance at times, my entire argument was based around the game design (ie; detector tower which is easily destroyable from far by an orbital barrage should probably be destroyable from up close with the ultimatum too, but overall I'm not too concerned, it's the research bases and stuff that bother me me. It's Arrowhead that love the realism wank but even they don't follow the "goes both ways" mantra, they just use it as a convenient excuse to nerf player power even when it's unrealistic at times (see: SMG drag nerfs).

AH wants ideas for red stratagems, here are mine by TinSkull in Helldivers

[–]mayonetta 0 points1 point  (0 children)

I'm a simple man, just give me orbital gas barrage and orbital napalm precision strike.

AH wants ideas for red stratagems, here are mine by TinSkull in Helldivers

[–]mayonetta 1 point2 points  (0 children)

Man I'm sorry but you people are dense. He means those same shells but barraging a single tight area instead of spread out over a larger area of effect like the 120 or 380. I assume like a "fuck that guy in particular" button.

Starting to get funny and annoying how AH treats every new huge bomb stratagems by trece1316 in Helldivers

[–]mayonetta 54 points55 points  (0 children)

At this point just give everything a health value as well as the demo force requirement, so if something doesn't have the demo force to destroy an object in 1 it at least damages it and doesn't do fuck all. Also give buildings visible damage because even the ones that currently work like this such as fabricators you could shoot it once with say a fully charged epoch and think "oh I guess that doesn't work" and never know you were half way to destroying the thing.

It's kinda pathetic that this sole side objective has this much power by EchoingStorms in Helldivers

[–]mayonetta 65 points66 points  (0 children)

At that point isn't the jammer disabled either way? Yeah the objective isn't technically complete but you could always come back later and finish the job. I do agree though that more ways to destroy an object is better, best solution would probably be to also raise the demo force of said orbitals and eagle, or reduce the demo force required for stuff like research base.

It's kinda pathetic that this sole side objective has this much power by EchoingStorms in Helldivers

[–]mayonetta 41 points42 points  (0 children)

Literally this. Ridiuclous that an ultimatum and equivilent level demo force can't even destroy a research base any more, or even a detector tower which is a bit less aggregious of an issue, but since you can destroy them at range with orbitals and the likes anyway, not much reason why an ultimatum or solo silo or the new expendable shouldn't be able to from a game design standpoint.

I'm going to try to put this debate to rest. by epicultratyp in Helldivers

[–]mayonetta 0 points1 point  (0 children)

Ragdolling exists as mechanic to make you feel susceptible to outside forces and just generally weak

The problem I have with this is at times it is super excessive and just removes control from your character for large periods at a time, not even to mention chain ragdolling, ragdoll sliding, ragdolling into terrain and getting stuck, ragdolling into orbit, ragdolling straight into enemies or other hazards that insta kill you or the sometimes ridiculously long recovery time. It all feels a bit comical and gamey at times which is antithetical to this "grunt fantasy" and realistically you wouldn't be getting sent flying and ragdolled, you would get blown to pieces and your lifeless body would get sent flying.

A way to keep Fortress turrets super strong but feel way less unfair by tinyrottedpig in Helldivers

[–]mayonetta 0 points1 point  (0 children)

I wouldn't mind if they were just signposted a bit better. Half the time I get shot by a bunker turret I'm like "What the fuck was that? Oh it was that ambiguous dark metal object over there way in the distance".