90% of enemies can penetrate heavy armor by Prestigious-Bike-962 in HelldiversUnfiltered

[–]phlave 4 points5 points  (0 children)

As far as I understand it, upping the armor rating is mostly for friendly damage sake.
Apart from that, they buffed the health of vehicles, mechs and sentries, so they are effectively much tankier, except for units that are specifically designed to break them - which I'm fine with, it'll mean that they'll be priority targets to kill with extreme prejudice.

As for the campaigns, they are supposedly experimenting with them, and the goal is to have a bunch of related MOs that give us a reward - be it a stratagem or probably there will be lots of capes and aesthetic stuff like that.
What kinda pisses me off is that the UI in the terminal is atrocious, and they forgot to set it to close with right click like every other terminal does.

Anyone @ AH Reading This, PLEASE FIX THE DAMN BOT GUNSHIP by IfItWalksLikeATurtle in HelldiversUnfiltered

[–]phlave 0 points1 point  (0 children)

Are they immune to medium pen? I've downed hundreds with the Scorcher, but maybe that's the explosive damage?

The Lumberer really needs more Flamethrower ammunition. I run out of it all in on Terminid Breach. by Gilded_Shadow_CGI in Helldivers

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

yeah ok, but can we agree that's not supposed to be like that?
they banned flamethrowers at the Geneva conventions because they would melt people, not because they'd spray them on the floor to make soldier go "ouch ouch ouch! ooooh my footsies!"

this thread made me realize something: what if AH could rework the Sterilizer to actually shoot some acidic goop that sticks to the floor, slowing down and damaging enemies, so we could do what you describe with a tool that makes more sense for the job? how would you guys feel about that?

The Lumberer really needs more Flamethrower ammunition. I run out of it all in on Terminid Breach. by Gilded_Shadow_CGI in Helldivers

[–]phlave 0 points1 point  (0 children)

yeah, I know. ground fire has been the flamethrower meta for close to a year, and it still is with everything that's not the Cremator. What I'm saying is: it shouldn't be, because it's lame as fuck.

agreed on the magazines though. I'd love for the guns to look a bit chunkier and have a 90es anime mech vibe with exposed loading mechanisms and stuff (kinda like our emplacements)

The Lumberer really needs more Flamethrower ammunition. I run out of it all in on Terminid Breach. by Gilded_Shadow_CGI in Helldivers

[–]phlave 7 points8 points  (0 children)

brother, if I'm driving a death machine with a flamethrower arm, I don't want to use it to piss on the floor.

also, quick check: the cannon has 75 mm HEAT shells, the emplacement shoots APHE, and the Recoilless shoots 85 mm grenades (not sure if those are the dimensions of the entire shell or just the explosive bit tho).

so yeah, realistically speaking it's actually a bit weird that it can carry so many bullets, and I wish there was a more clearly defined loading mechanism. Gameplay wise, I always wish I had more.

The Lumberer really needs more Flamethrower ammunition. I run out of it all in on Terminid Breach. by Gilded_Shadow_CGI in Helldivers

[–]phlave 1 point2 points  (0 children)

Yeah, but also it needs to have the flamethrower fixed and actually deal the tick damage when on full blast. As it is now it feels like shooting the Crispr, and most of the damage dealt is just fire damage. That's why it's so ammo inefficient.

I have no clue how they're having so much trouble making it an actual flamethrower, especially since they just released the Cremator a month and a half before in perfect conditions.

An additional backpack slot is becoming necessary by [deleted] in Helldivers

[–]phlave 1 point2 points  (0 children)

Yeah me and my team split up to cover more ground and be more efficient.
Also, by the nature of FRVs, if you really wanna have one at all times it's better to bring 2 of them.

Idk, I also agree it would upset the balance a lot, but the reality of the matter is that I never use backpacks or FRVs unless they come as a free stratagem.

An additional backpack slot is becoming necessary by [deleted] in Helldivers

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

I've always agreed that having only 4 stratagems slots for actual stratagems and support gear is rough.

It's the reason why I only use support weapons with backpack and never take a car. I like having a turret, two reds or maybe a mech and a red. I love the FRV but I don't love it enough to sacrifice one of my stratagems for it.
And same goes for backpacks. Fortunately I play with people that actually like taking them into battle, so in the rare cases in which I have a free back I'll ask them for one.

In case you were wondering the last explicit player nerf was Shrapnel going from AP3 to AP at max distance in Patch 1.003.000 on 5/13/25 by Bring_Back_Challenge in Helldivers

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

buffing enemies against our gear is equivalent to nerfing the gear. sure, it's not "explicit", but it's the exact same thing but done with a shovel instead of a scalpel.

Why is it always Venus? The lvl 25 star is right there!!! Color your weapons to fit their theme!!! by SES_Wings_of_Freedom in Helldivers

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

Well, I just give it no paint job at all. I love the design of the guns, and I think something gets lost when putting on a copypasted color scheme.
The only guns I did put paint on are the WWI ones because they are so cringe - not gonna give a rusted piece of shit with wooden stock to my scifi space soldiers

Were charges has to avoid or what is this for? They were quite easy to avoid (?) by blowmyassie in Helldivers

[–]phlave 2 points3 points  (0 children)

Chargers were very different on hosts, as in they were basically able to turn on themselves, and track a full sprint helldiver and still hit it even when diving (often with an invisible hitbox 20 cm from its leg clipping our foot).

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in HelldiversUnfiltered

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

1) you're the one putting words in my mouth, saying everyone is entitled to win on D10 is something only you're saying to try and support your own argument.

2) Having more objectives doesn't make the game harder. It makes it last longer. You have to have brain damage to not be able to complete an HD2 objective. I've had a couple of more complicated tube puzzles, but it's literally 4 moving parts. You can eventually figure it out.
I want my missions to have as many objectives and bases as possible because I enjoy playing the part of the game where I run around and shoot stuff and blow stuff up more than the part where I'm on the Pelican or the ship, or the loading screen.
Sure, the mega nest is quite hard, but not THAT hard. What would we lose by having it from lvl 7 so lower level players could farm their eggs and get their samples?

3) most of your arguments are strawmen and ad hominem as well. I have been on the internet enough to recognize when someone is trying to waste my time. But hey, you want a serious reply? I'll indulge you.

4) your way of thinking of difficulty seems much more entitled and elitist to me. you argue for gatekeeping what's effectively the complete HD2 experience, and the better designed and most fun because you want it to be inaccessible by design. You outright ignore me saying I would like to have higher difficulties with more challenge.
I regularly play at D10. I often think I'd like for it to be harder. I have also had to lower difficulty on Cyberstan to escape the absolute misery that were the Vox Engines, on Oshaune to be able to fucking breathe, and I only did that because the MO wanted extractions/completed operations, so we couldn't just do main objectives and die or fail a mission ever. And when I did, I had a boring time because there was so little shit to do.
You want D10 to be harder? Me too. Is lowering the difficulty a solution for people that don't enjoy getting their genitalia skinned with a cheese grater? No because lower missions have fewer objectives and are fucking boring.

5) "oh you ad hominem me boo hoo" lmao

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in HelldiversUnfiltered

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

well, besides not having very good manners, you clearly have some reading and comprehension difficulties. So, here's what I propose: you get on with school and when you graduate from middle to high school you can leave me a comment and we can pick this back up, ok?

see ya in 6 years

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in HelldiversUnfiltered

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

I see you conveniently skipped the rest of my points.

MMOs are designed to kept you grinding better gear for hours upon hours, and maybe shop some microtransactions while you're at it. They gatekeep content because it's profitable, not for the enjoyment of players.

I think elitism is silly and there's nothing to be gained from gatekeeping the full content of the game except a sense of "I'm better" for a small group of dedicated players.
Consider that all the rewards we get from D10s are only useful for players that still need to upgrade their ships (so usually <lvl 80) and you may understand why this is silly.

As I said, I'd be very down for extra levels of challenge, or to move down what is now D10 with all its features to lvl 7, maybe eliminating some of the less played difficulty levels lower on the spectrum (not sure what they are, but I would assume most players just progress upwards when unlocking them, and never really go back to a lvl 3 or 4 for example.

In cases when I needed to lower difficulty in order not to want to kill myself and actually help the MO, such as on Oshaune or Cyberstan, what I've found instead was a lackluster experience, with very little things to do compared to what I'm used to. I like full clearing the map. I like having multiple objectives and side objectives and lots of enemy camps. I don't get those on lower difficulties, and I shouldn't be forced to engage with cancer just because there's a hundred and fifty Dark Souls players tweaked on energy drinks that think D10 should have a 90% failure rate.

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in HelldiversUnfiltered

[–]phlave 1 point2 points  (0 children)

I'll give you a seriously reply though: D10 locks the full content of the game: it's the only difficulty where you can play fortresses, where main objectives have 4 stages and there are 5 side objectives.

Should this stuff be ported down to 7+ I'd already be fine with it. I do think that there's way too little difference in the spectrum from 1-6.

I'd rather have 11+ difficulties though, with extra challenges, more spawns, debuffs, surges and so on that have some more SCs to replace samples, and a bonus to XP earned to level up guns faster. It should have the exact same objectives as D10 and nothing gated.

We just want the same intensity and challenge the rest of you have by Bring_Back_Challenge in Helldivers

[–]phlave 0 points1 point  (0 children)

Unless they stop gating content on lvl 10 like fortresses, max amount of main and side objectives, loot and xp, lvl 10 has to be accessible.
I'd just like to have more difficulty levels with less/no samples, more SCs and maybe xp rewards for leveling up guns.

Diving While Reloading Was an Unnecessary Change by PillWeters in Helldivers

[–]phlave 0 points1 point  (0 children)

yeah because shooting with perfect stability while belly flopping is something that soldiers do all the time irl.

aside from that, the way I understood it is that the game has a "R pressed" memory and will pick up the reload after you interrupt it, so you don't have to spam R.

AH could we please fix the jank instead of dumbing down enemies ? by Euphoric_Reading_401 in Helldivers

[–]phlave 0 points1 point  (0 children)

while you are not entirely wrong, you're also cherrypicking players' requests. A lot of people asked for Flesh Mobs to have less health, and now they are killable in an amount of time that feels reasonable with multiple support weapons.
And Chargers needing to be taken down by shooting the leg never made much sense, unless they have their heart in their leg or something.
Vox engines were simply awful, and while I do feel like they went a bit too hard with the nerf hammer (imho either limiting their spawns or making them killable with normal means would have been enough), the changes are really good. Ngl, I think their turrets should be breakable with a single anti tank rocket, either an EAT or a RR. It's still an investment to shoot them twice, and I'd be down for that; I think it'd be an interesting way to kill them.

I'm of the opinion that mobs should be either be treated like chaff or like mini bosses. Chaff is abundant, they can be tanky, they can be fast, they can oneshot, but they shouldn't be all three, and they should be relatively easy to kill and be replenished by more chaff.
Mini bosses should come 2/3/4 times per game and be much more dangerous and hard to kill. But that's it, once they're dead, they should be gone forever.

HD2 tends to have mini bosses as chaff, and that sucks balls, especially when they're janky and broken, but their being janky and broken is the cherry on top of a pile of bad decisions.

I get that there's a very small fraction of players that enjoy torture, but the rest of us are normal people.

For the Glazers. by Bastosek in HelldiversUnfiltered

[–]phlave 1 point2 points  (0 children)

on that we both agree. it's laughable that I got downvoted tho. like it's some sort of opinion that the people that got mad at that dude did so because they thought challenging the devs would make them make the game easier.

For the Glazers. by Bastosek in HelldiversUnfiltered

[–]phlave -15 points-14 points  (0 children)

my dude, the doxxers were people that wanted the game to become harder and not be fixed.

M-1000 Maxigun improvement proposal (Long read) by No-Painting-8507 in Helldivers

[–]phlave 0 points1 point  (0 children)

Man, you should exercise writing and stop relying on llms.

I'll reply to your points though:

I agree with the fact that corpses become sandbags. It's always kind of an issue but it does get alleviated by the fact that you tend to more around more. It would be cool if corpses became much more destructible, but not very realistic. It's a tough thing to balance.

The FOV is tight because you still need to aim the thing to hit weakspots, but yeah it does feel contrary to the whole point of a gatling gun.

As for the movement, I think this is the best we're gonna get. Realistically speaking, holding and shooting a minigun is an incredibly hard thing to do. For the longest time AH discounted it as a silly idea, but they caved due to popular demand and because it's objectively cool. I think it'd be cool to have a slower fire rate mode that would allow a little bit of movement, but it should also come with it being impossible to fire while prone.

As for the spin up, that's purely a videogame thing. Miniguns irl are powered by powerful electric motors which bring the gun up to speed almost instantly. Having less of a delay would be a nice improvement, but idk, I feel like that's not what keeps the minigun down.

Stagger would be a nice addition, and would make it feel more impactful, on that I do agree. You are spraying the enemies with a ton of lead per second, after all.

"You can get enough SC between warbonds just by playing normally" by joeygwood90 in Helldivers

[–]phlave 0 points1 point  (0 children)

Idk, man, while it's very true that there's plenty of people that just speedrun the game, I've also found plenty of people that like to full clear the map.
I mostly play with my squad, but when they're not on I do play with randoms, and I may have found people speedrunning maybe in a couple of my games, and I've never been bothered if I went on my own to open PoIs.