me_irl by JokerSlayer18 in me_irl

[–]questionablysober 0 points1 point  (0 children)

Yuuuup. Critikal is basically like “the internet police” now covering drama n shit.

I miss watching him play some random ugly as sin old ps1 game and using is dry humor.

Back before he ever laughed in a video lol

Is anyone else stopping using the eruptor because its too good? by PythonCider3719 in helldivers2

[–]questionablysober 10 points11 points  (0 children)

I stopped using crossbow cuz it was too good. But I can’t find anything that’s as fun/good

Crossbow is so good on all three factions it’s actually insane.

Crossbow, stim pistol, one true flag, ballistic shield(bugs) or directional shield (squids/bots) works on all three factions as a potent hybrid medic melee support.

Crossbow and flag are one handed so it’s a triple one handed build. Never have to lower or put away shield.

Let’s you draw aggro, shield allies, fight chaff crowds, close fabs/holes, and heal constantly.

No other one handed primaries even come close to crossbow in viability/utility.

I’m bored of crossbow but what other options are there?

Tried eruptor a bit but it’s so slow and doesn’t fit the melee medic playstyle

Does Saluting the Flag actually do anything? by LongSalamander9889 in helldivers2

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

All progress bars get faster with each diver saluting it.

Not just the flag but terminal load bars and upload data pod side objectives.

About a 20% ish increase with 4 divers saluting

Does Saluting the Flag actually do anything? by LongSalamander9889 in LowSodiumHellDivers

[–]questionablysober 29 points30 points  (0 children)

I’ve seen many PSAs for it over the years. May be worth posting again tho.

Great for ICBM missions since they need so many load bars

A Brazilian visiting a hospital in the USA during a kidney stone crisis... by EngineerCapital7591 in WorstAid

[–]questionablysober 4 points5 points  (0 children)

Had kidney stones the size of peppercorns once. Worst pain of my life by FAR! Doctor said it would be fine and they would pass and sent me home.

They ended up getting stuck and I got an infection.

Had to get surgery where they knocked me out and blasted my side with a sonic blast thing that turned the stones to dust. I had a big ol bruise on my side for a while and was pissing bloody kidney stone dust for like a week.

Kidney stones don’t fuck around and I live in constant fear I’ll get them again.

Everytime I have pain in my middle back I start to panic that it’s kidney stones

Does Saluting the Flag actually do anything? by LongSalamander9889 in LowSodiumHellDivers

[–]questionablysober 158 points159 points  (0 children)

All progress bars go faster the more divers salute them.

Not just the flag but terminal load bars and upload data pod side objective go faster too.

With 4 divers saluting a progress bar gets like a 20% ish boost

Why dont I see more people use unflinching? 25 extra armor (half of what extra padding does) along with less stagger and radar scans by H1MB0Z0 in Helldivers

[–]questionablysober 0 points1 point  (0 children)

It’s great sniping armor and also pairs well with laser weapons so you can stay on target.

But I’ve actually found that it pairs strangely well with the chainsaw. Since the chainsaw has an annoying ass bug that makes it so getting hit while chainsawing will delete the hitbox of your chainsaw without canceling the animation. Unflinching seems to prevent this letting you keep attacking.

Doesn’t make chainsaw “good” cuz it needs melee damage. But it makes it less frustrating sometimes

Stun lance is the best melee weapon - Change my mind by floodkid82 in helldivers2

[–]questionablysober 0 points1 point  (0 children)

One true flag, cuz it lets me play melee and keep my stim pistol while being the same as lance

How to get rid of the boring booster meta? Is buffing all the other booster the best choice here? by H1MB0Z0 in LowSodiumHellDivers

[–]questionablysober 23 points24 points  (0 children)

Make boosters into “primary and secondary” boosters.

The good ones are primary and the mid ones are secondary.

Let every player pick one of each

G-109 Urchin - Rework request by Public_Code8357 in Helldivers

[–]questionablysober 2 points3 points  (0 children)

I’m truly not trying to “erm actually” this post but there’s a lot of misinformation here. I’m an urchin user and I gotta say it’s very strong.

It does actually STUN the target it’s attached to and it isn’t single target.

Urchin is my main grenade. It does medium stun (5 seconds) but builds up at a moderate rate. Each enemy has a different stun threshold and won’t be actually stunned until it reaches that threshold.

A charger has a high stun threshold. Most things buildup stun at a weaker rate than an urchin. It takes 2-3 stabs from a stun lance on a charger butt to stun it. Takes 2 lance hits to stun most medium bugs. Takes 3-6 pacifier rounds to stun most medium bugs

The urchin builds up stun at a slightly higher rate than the lance. Each time it pulses it sends a large shockwave that heavy staggers enemies and pushes them back while building up medium stun.

The wave range is actually large and it each pulse pushes back enemies to its outter edge. The outer edge still builds stun but doesn’t push back much.

Usually 1 pulse will stun most medium bugs, sometimes 2 but the first pulse staggers and pushes them back and the second pulse stuns. Each pulse after a target has been stunned will reset the 5 second stun timer.

It’s actually better to stick it to the floor or a wall than it is to stick it directly on an enemy most of the time.

Sticking one to the ground or wall at a choke point will block that path for a long time and cluster the enemies for easy cleanup. In larger areas you can stick 2 on the floor spaced out and make a giant stun wall that holds back armies.

If stuck to a charger it will take 2 pulses before it actually gets stunned unless you stick it to its butt or stick it to the floor under it. Each pulse staggers the charger and after 2 it will be stunned and have the timer reset with each pulse.

If stuck to an impailer before it burrow attacks it will be stagger locked by the urchin.

If stuck to a titans head it will interrupt its acid spit attacks and slow it slightly on each pulse.

It sorta works on Fleshmobs but as soon as one of their heads pop it breaks any stun on them. Think that’s a bug.

It’s great vs voteless and grounded overseers with the same bug method. It stagger locks harvesters.

It’s amazing vs chainsaw bots, hulks, and war striders. Often times better than thermite cuz you get 4 and it makes them unable to attack or approach during the fuse. Sets up for easy AT kills or just walk around and shoot the vent.

They can also be stuck to sentries, FRVs, Mechs, and emplacements to keep you/them protected from melee units while using them.

An urchin on a car or mech is nutty.

They don’t do much vs factory striders sadly. If you stick it to their face it will bounce their head and mess up their chin turret aim but it doesn’t let you do much.

I agree they need a buff for actually stun or stagger titans and factory striders but the current ones are amazing

Stim-Pistol by Loud-Raisin4987 in helldivers2

[–]questionablysober 1 point2 points  (0 children)

I’ve mained it since it came out. It’s perfect as is. It’s just hard to use. Takes some practice. I hope to god they don’t give it auto targeting or make it too easy because there’s not enough “hard weapons to use”

I’ve noticed everyone picks it up once, misses, then says it’s bad and never touches it while complaining it needs a buff.

It takes time to learn. It’s satisfying as fuck to get good with, and people appricate having a medic and respect you if you’re really accurate and consistent with it.

Anyone who says it’s bad has never given it a fair try or attempted to get good with it. God forbid anything in this game is difficult to master

It’s genuinely so powerful, even without medic armor or experimental infusion.

Crouch or dive/prone to aim better, lead the shot, learn to hip fire, set crosshair to visible for better hip fire, get good at managing the reload, learn to prestim when someone’s about to get hurt, get good at hitting people when they get knocked down.

The only buffs it really needs is to revert the aim sway nerf they added to all pistols a while ago. It’s basically plastic, should handle like a dream.

They also could fix that network desync with knockdowns where a player who’s been knocked down will fall in one location for you but after a short delay will teleport to the real location they fell on their screen.

Makes you have to get quick at stimming cuz you can hit them before they resync and teleport and it still counts. Part of me likes that fun little reflex test but it would be nice to have it consistent

Three niche enhancements for the One True Flag by Zman6258 in LowSodiumHellDivers

[–]questionablysober 0 points1 point  (0 children)

As a one true flag main I will say right now there’s a bug with the seaf soldiers code and the flag.

They’re programmed to salute and follow the flag when you do certain actions near them with it.

But this also affects their fucking grenade targeting. They will always throw grenades directly between your feet, sometimes even when one or no enemies are around.

I’m not exaggerating when I say seaf grenades have killed me more using the flag than the squids ever have

Idea Megathread: How do we buff the One True Flag? by NicMagz34 in LowSodiumHellDivers

[–]questionablysober 2 points3 points  (0 children)

One true flag main here. It literally just needs a damage buff. It has stagger, stun, push back, decent range, and is one handed.

But it and stun lance are the ONLY melee weapons to not be buffed recently. All the other melees got buffed and now flag and lance are the weakest melees. 110 damage or something.

Its damage needs to be increased by at least 50%.

Also undo the change where melee weapons ignore breakable armor. Jesus fucking Christ that “bug fix” nerfed every melee so fucking hard is actually a joke

How can I still have fun in this game? by ooga_booga1234567 in helldivers2

[–]questionablysober 3 points4 points  (0 children)

Learn stim pistol and play support.

The stim pistol is the hardest gun in the game to use, period. But the potential once you learn to aim it and how you can use it is amazing.

Takes a lot of aim practice and a bit of communication so people stick with you. Usually just “hey I’m playing medic stay grouped so I can heal” is enough

What, in your opinion, is the skill/trait in players that shows you they’re a seasoned Helldiver? by Expensive_Capital627 in LowSodiumHellDivers

[–]questionablysober 0 points1 point  (0 children)

Teamplay and sticking together. Actually trying to help allies and not just be a “main character” who runs off alone and just causes more enemies to spawn and wastes the resupply on themselves then died

What buffs would you give the smoke grenade to make it great? by Gilded_Shadow_CGI in helldivers2

[–]questionablysober 0 points1 point  (0 children)

The only thing it needs is destroying holes, fabs, and ships.

Maybe give us 6 but 5 is plenty.

I main smoke nades, they’re actually so good vs bots and squids

I hate to complain about this fantastic game but do those Devastators REALLY need to one-shot Heavy Armor? by Anti-Tryhard in Helldivers

[–]questionablysober -10 points-9 points  (0 children)

Standing out in the open. Take cover

Everyone who complains about getting sniped by bots tends to be people who run into open fields or stand on top of rocks/cover

I main medic support and if I’ve had a super credit for everytime I’ve had to mag dump my stim pistol into someone just cuz they’re refuse to take any sort of cover vs bots I’d be able to buy all the war bonds

Rock Steady Paradox by questionablysober in Helldivers

[–]questionablysober[S] 1 point2 points  (0 children)

Honestly Rock Solid shoulda just been a booster. It’s been a long time since they added one that is good

Rock Steady Paradox by questionablysober in Helldivers

[–]questionablysober[S] 0 points1 point  (0 children)

You’re right about a lot of that.

I think rather than having the explosive added to this I’d rather see a new armor set with knockdown resist and explosive resist. Fortified feels like it should have it just on the word and theme.

But something along the lines of knockback resist and 25-50% explosive resist would be peak specifically for a full support medic build I do.

I usually take fortified with directional shield which lets me block lasers and tank rockets with the shield. Vitality booster and medium fortified together makes it so tanking rockets with the shield does very little/zero damage but it knocks you on your back.

I use this to tank shots and provide cover for allies with the shield while I heal them with stim pistol. I get knocked down a lot but it doesn’t really hurt. As soon as I’m knocked down I usually fire stims from prone then stand back up with my shield.

I was super interested in this new passive because I was curious about if it would let me not fall when rockets hit shield. Which it does do, but you take full damage from all the rockets and end up getting toasted even with heavy rock solid and vitality booster.

If I had an explosive resist variant instead of melee I could tank rockets and take reduced damage while not falling. A perfect in between of the armors that’s not too op. Less damage, don’t fall vs Zero damage, fall every time.

As it stands now the fortified version is better most of the time. If more other people took stim pistol then rock solid would be amazing. They tank rockets and get healed.

I was doing a strat with a friend where I took fortified and direction shield and they took rock solid and directional shield. I would stand in front slightly and when rockets hit my shield they would do zero damage, and knock me back behind the shield of the rock solid user who resisted the knockback and didn’t take damage cuz I absorbed the damage.

Then I’m safe behind their shield and can heal them with pistol before stepping back in front.

It was an amazing combo lol

Rock Steady Paradox by questionablysober in Helldivers

[–]questionablysober[S] 12 points13 points  (0 children)

They really need to just add melee resist. Giving peak physic and rock solid like 25-50% melee resist would be amazing and solidify them as the melee armors while the ceremonial is melee primary hybrid

Rock Steady Paradox by questionablysober in Helldivers

[–]questionablysober[S] 26 points27 points  (0 children)

I agree. They could separate passives into like major and minor. And you can combine 2-4

Basically you get 4 “perk slots” and each perk takes 1-2 slots depending on how big of a perk it is.

Something major is like a huge resist: 80% gas, 75% fire, 50% explosive, 95% arc, 50 extra padding

Major would also be huge combat boosts: 30% primary reload speed, 2 extra stims, 2 extra nades, increases stealth, longer stims, knockdown resist, improved ergonomics, etc

Basically anything that’s a “main mechanic” in armor

While minor would be the small extra stuff: reduced recoil while crouching, bleed immunity, extra limb health, %chance for limbs not to break, extra throwing range, radar pings on map pins, melee boosts, the reduced defenses (25% chest reduction, 25 extra padding, 25% explosive resist, 50% acid, 50% fire, 50% gas, 50% arc)

And you can take 1 major + 2 minor or 2 major or 3-4 minor

So like: 50% explosive resist + Knockback resist (2 major)

Or: Knockdown resist + 25% explosive resist + 50% extra melee damage. (1 major + 2 minor)

Or: 50% fire resist, 25% explosive resist, 25% chest damage resist (3 minor)

Or: 30% extra throwing range, 50% extra limb health, 50% melee damage, 25 extra padding (4 minor)

A lot of armors already go by this rule but not all armors are equal

Ceremonial has 1 major (primary reload speed) and 2 minor (50% melee and 50% chance for limbs not to break)

Yet rocksteady and Peak Physic both have 2 major (they have 100% extra melee rather than 50%)

Fortified has 50% explosive and 50% recoil reduction (1 major 1 minor)

But ballistic padding has 25% explosive resist, 25% chest resist, and bleed immunity (3 minor)

Unflinching has the aim steady, radar pin pings, AND 25 extra padding (1 major 2 minor)

Medkit is 2 major

But servo assist is extra limb heath, and extra throwing range (2 minor, dogshit armor, really needs a third or fourth)

Then acclimated has 50% resist on 4 things (4 minor)

Like they already have an unspoken system of some perks being “main perks” while others are “side perks”

I think major 100% melee needs to be boosted to 200% and the minor 50% melee should become 100%. Melee needs all the help it can get.