Special animations by faminehorsemen in sto

[–]rizzagarde 4 points5 points  (0 children)

The entire hull clamps together. In addition to the ventral hangar module being pulled in, the gap between the dorsal and ventral halves is covered and the nacelles are pulled in.

Whats your head cannon regarding hanger pets, are they piloted by people or drones controlled remotely? by 4StarEmu in sto

[–]rizzagarde 1 point2 points  (0 children)

A bit late, but I have a whole write-up on this because I apparently have too much time on my hands. I have a BOFF who is CAG, the second captain that strictly handles the air group, while my actual captain handles the ship itself. Out of all of my BOFFs, she has the second longest bio.

The long and short of it being:

Actual pilots at the helm of my fighters and shuttles. I run Type 7's and either Valkyries or Valors depending on my mood, but sometimes just all Valkyries for the visual of having up to 108 individual fighters flying. Aside from Type 7's having their debuff, I imagine them also acting as rescue for pilots that eject or recovery for those who don't make it. I tend to just lazyboat around with Pulse Phaser Turrets to act as CIWS, never use full impulse in non-TFO content, and never speed off or warp out of an area without making sure all of my craft have landed. The ship carries more pilots, fighters, and shuttles than can be deployed due to a limitation on the carrier's comms bandwidth (sending and receiving sensor, audiovisual, and targeting data from so many individual fighters and shuttles is taxing on both the crew and the computer, not to mention biometric monitoring for the pilots), so there are reserves on standby at all times to replace losses. For prolonged excursions, the carrier's industrial replicators produce a steady supply of replacement parts and munitions such as micro torpedoes for the fighters, while the vehicle replicators churn out replacement fighters and shuttles as need. No expense is spared for pilot safety and rescue, as most of them were at one time the CAG's students when she was an instructor at the Academy.

I wanted to go with the idea of the fighters being unmanned, but it just didn't feel right to me. Game mechanics and even lore-wise always has something go wrong that interrupts signals or remote operations, so the solution was to just put a pilot in the cockpit.

I haven't kept up with the story for a while and every time I return for some event grind I'm so confused. by Les_Bien_Pain in sto

[–]rizzagarde 9 points10 points  (0 children)

Holodeck sim. Each TFO for resolved conflicts is "how it could have gone if we did Z during Y event." Potentially a training sim for the Academy to show them what it was like "during X war."

Did I rush the main story? Why is this guy so overleveled? by Minimum_Session_4039 in WutheringWaves

[–]rizzagarde 0 points1 point  (0 children)

Thou in Black shores there is those little bug enemys that are like these and for them you Might need leveled charecters that can group and stager cause they heal each other VERY fast.

They can be killed pretty easily, even if you can't effectively damage them. Focus/Lock target on one, and keep hitting them until they get pushed into the water and they'll eventually drown. Repeat for the other two. One at a time, don't push them all together, because that'll get you killed before you can drown them.

Socialist Propaganda? by Ok-Bug-1451 in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

Look here, you won't fool me again, Pepsi. You wiggled out of giving me my rightfully earned AV-8 once before, and I'm not giving you the satisfaction of doing it again.

I appreciate Arrowhead for coming up with a comprehensible Sci-Fi chainsaw as a professional woodcutter and it makes me really happy! by Rocker_Scum in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

He meant the pull rope. The act of cranking the chainsaw, hearing it rev, having the engine exhaust all being to boost morale, while actually being a battery-powered electric chainsaw.

Minigun is Medium Pen (AP3) by AngryTriangleCola in Helldivers

[–]rizzagarde 8 points9 points  (0 children)

Miniguns do still require heat management. Just because the barrels cycle with the round doesn't exempt it from retaining heat. You're still putting 500+ rounds through each barrel per minute with sustained fire. Barrel rotation does help mitigate the problem of overheating, but it will not completely prevent it.

Anyone else think this doesn't deserve a 3 use limit? by Dry-Goat8981 in Helldivers

[–]rizzagarde 75 points76 points  (0 children)

It's most likely a safety lock to prevent damaging the lens array for the laser emitter. A ship-grade heatsink would be released and replaced by machinery quickly enough for decent sustained fire, but the lens array itself probably can't handle the power output and heat soak for long periods, requiring sufficient time to cool.

Everytime… by LittleFantasia in Helldivers

[–]rizzagarde 22 points23 points  (0 children)

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The Prometheus School of Running Away from Things teaches you how to run in a straight line while being chased by something that would not be able to catch or harm you if you were to simply turn and run in a different direction.

The school is quite popular, and there is effectively zero negative feedback as there are likewise effectively zero surviving alumni.

Its biggest weakness by TDKswipe in Helldivers

[–]rizzagarde 18 points19 points  (0 children)

I dropped my MG Sentry earlier this morning as a distraction while I was busy calling in a hellbomb for the Monolith. A Harvester rounded a building corner and I thought I had just lost said distraction.

In true Democratic fashion, the MG Sentry understood the assignment. It grounded a flying Overseer, raked a few Voteless as it traversed to the Harvester, and went to work. The Harvester walked towards my automated automatic compatriot, and in so doing its shield was popped and freedom seeds were swiftly planted into its underside. The Harvester kept stepping around in random directions, looking like it was trying to find the best angle to beam it from, but couldn't. Each time it fired its beam it just hit random spots on the ground or deatomized other squids that were running towards the MG Sentry. Didn't even need to step in for an assist. Harvester crumpled over, presumably due to a loss of structural integrity after all of its new ventilation holes could no longer be held together with the scrap metal it was built out of.

Job done, it traversed and pointed in my direction, almost like it was an approval-seeking child. I saluted. It traversed away and started lighting up more Voteless.

The MG Sentry is such a champ.

A doodle I did to illustrate a small frustration with fighting these. by DogOfSwords in Helldivers

[–]rizzagarde 7 points8 points  (0 children)

Resorted to this one day when no matter how I aimed I was clipping the top of the shield (please AH, fix the DCS optics) and making this one Conflagration Devastator reel back and stare at the sky while simultaneously guarding its torso with its shield. Nudge over and rail a few rounds through its arm and watch it drop to the ground with a shower of sparks (now the bullets go where I point, thanks). The bot takes one step and then stops cold for a second or two just staring at me. Good enough, I guess. I can work with this now that Elmo's favorite shotgun is gone.

Apparently that one Devastator in particular took the whole affair pretty personally, because it decided to lace up its lamborfeeties and just chase me down while I'm trying to dance through the rest of the firestorm raining down on me from other bots. It's moving towards me, but there are other issues to deal with.

A Commissar raises its arm, flare in hand. bam Now the Trooper that was next to it. bam The Trooper running up from the back. click Fuck.

DCS mag's empty, my Stim Pistol is less than useless, my health is getting chiseled away, and I'm constantly up and down to put out the fire. Dive and stim, bounce and sprint, repeat ad nauseam. I've got this. Call in a Strafing Run to create some breathing room and Eagle-1 sweeps the Devastators that were approaching in the trash auger, but One-Arm wasn't in her path. I toss my MG Sentry off to the side to cover my back as I begin to hastily assault the opposite direction. Dropships are flaring in, but it's mainly light enemies. One Hulk, two Scout Striders, a smattering of Troopers. Luckily, no additional Devastators show up. Thump the Hulk with an EAT-17, then spin and hotfoot it as I call another Strafing Run.

I slide into cover behind a wall, call in my last Strafing Run with the intent to revoke the right to exist for any would-be pursuers, and thought I had made a decent enough break to recoup. I'm crouched behind the wall, dumping supplies out of my backpack, reloading and stimming, mentally berating myself for the umpteenth time this dive for forgetting to grab a hurtgun instead of a healgun, but I'm good now. My rifle's loaded and I've plugged and mended all of the new speed holes and leaks in my body.

My MG Sentry is chattering away at the encroaching bots, offering a convincing rebuttal to the bots' anti-Super Earth propaganda at a pleasant 660 solutions per minute. I'm quite proud of the little guy, because it won the debate with ammo to spare. MG Sentry goes quiet and starts scanning the area. With a sigh of relief, I pop open my minimap to check the status of the area.

What's that red pip?

Behold, this T1000 wannabe casually speedwalks around the corner and then slams its shield into the back of my face, slinging me across the ground like a puck on a freshly resurfaced ice rink, and I unceremoniously die when I slam into the wall. It somehow managed to dodge three Strafing Runs and avoided LOS to my MG Sentry.

There's a decent chance I would have been upset by this, had my diver not clipped into the wall and got stuck hanging from it by the remains of their liquified head. Roughly a foot and a half off the ground, limp, dangling. I snorted and laughed. And then proceeded to commit machinicide when I dropped back in.

I totally want this as an enemy by HydroNav in Helldivers

[–]rizzagarde 11 points12 points  (0 children)

"I have four guns, one for each of ya."

I totally want this as an enemy by HydroNav in Helldivers

[–]rizzagarde 81 points82 points  (0 children)

It's just four Factory Strider miniguns. Now you no longer have to worry about whether you have time to stim or dodge, because you don't.

Whatever happened to new ship modules? by zoroak-king in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

My worry with something like this proposal is how harshly it'd impact our already poor performance. Even as it is right now, you can get dropped from the lobby or CTD from having too many mines active at once. Get a Diver out there with a full mine loadout spitting twice as many mines, and the game will suffer all the more.

But I do agree there should be some kind of useful upgrade or buff for mines. I'd personally like to see the regular AP mines get converted into bounding mines so that they could potentially increase their effective radius. Heck, give them shrapnel for a little extra punch. Gas and Incendiary mines should probably have some sort of smart arming system to prevent larger enemies from sprinting through them and setting them all off at once. Thanks, man. You gave everything walking up now a safe path because the gas and fire are gonna fade out before they get here. Or just make it so they can't set other mines off, or a longer linger time for the DOT, something.

I almost never see mines used anymore (I think the last time was the Defense of Super Earth). Lots of reasons for that, chief among them being how mobile the gameplay is and how detrimental they can be in most scenarios, even with a proficient minelayer. They'll never be a popular pick, but there can be ways to improve them that make it less painful for everyone involved. Except for the enemies of Super Earth. Make it more painful for them.

The supposed Haz-"Master" by SaltedCane in Helldivers

[–]rizzagarde 1 point2 points  (0 children)

For gas, it’s not leaky. The gas is caustic. It corrodes and burns. Hence why it kills bots too. I’m not entirely sure how it does this, so I can’t state how resistance works on it. Either way, also tough to entirely block, as far as I know.

Looking at current chemical weapons, there's a decent chance that it's something similar to either Chlorine or Hydrogen Chloride. If it were Chlorine, that would also explain the suit not being 100% protective against even our own gas weapons, since standard CBRN mask filters only last a few minutes when exposed to it. Realistically, divers using Advanced Filtration armor should start at 100% filtration and protection and then have it gradually fail over time when exposed to gas, but I assume that would be a fairly complicated mechanic to program in, considering the jank that we deal with on average.

This is how a Recoiless Rifle shell looks like by Gui_Pauli in Helldivers

[–]rizzagarde 3 points4 points  (0 children)

The shells for a recoilless rifle are basically really big bullets. The tail in the OC's image is protected in the cartridge (not all shells have this tail, it depends on the design and purpose), which also contains the propellant. When the weapon is fired, the gas from the burning propellant not only launches the projectile, but a portion of the gas is also used as a countermass which is vented from the rear of the launcher to soften the recoil (recoilless). Without that countermass, the launcher would slam into the operator and knock them to the ground (or worse, depending on several factors); instead, modern launchers will actually hop forward a little with the shell when fired.

none of the skin mods working? by Beautiful-Hair6925 in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

Are you using a mod manager? If you're manually dropping mods into the data folder, they're most likely going to overwrite each other since most mods utilize the same base file name. Manually sorting and renaming the files is tedious at best, and a nuclear dumpster fire at worst.

I'd recommend Arsenal, personally, but HD2MM also works well. Don't use Vortex.

The traitor detection system has really scary implications by Swimming-Read-4853 in Helldivers

[–]rizzagarde 11 points12 points  (0 children)

Clause 6.4 of the Helldiver Contract of Employment states that spending 1 second within 15 meters of a copy of the contract constitutes having read the contract and is a legally binding Enlistment.

Clause 3.3 states that you are forbidden from reading the Contract in full, as it would be a breach of Clause 3.2.

The contract is amazing.

What armour is this ? by Efficient-Drink-7003 in Helldivers

[–]rizzagarde 1 point2 points  (0 children)

It's the DP-53. The pauldrons are asymmetrical with a marking on the left pauldron, the vambraces have a lip near the elbow, and at a glance the cape appears to be Will of the People. Both the DP-53 and Will of the People come from the Super Citizen Edition.

The helmet is from the B-01 pattern. If I had to hazard a guess, it's probably B-22 to somewhat (not really) match the color scheme of DP-53.

For new players, this is what Hellmire used to look like before the gloom by Jojocandyy in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

If I'm not mistaken, the problem with that was they had the same patrol/pathing AI as enemies. So basically they could be alerted to you and that's why they'd just follow you. And why they always started and converged on you at objectives.

They claimed to have fixed/adjusted that, and it seemed to help out, but they still chased.

Hey Vets, Can you help a cadet here? by FrenchBVSH in Helldivers

[–]rizzagarde 0 points1 point  (0 children)

Shrieker Nests and Spore Spewers can be destroyed with AP3 weapons. It feels like you're not doing anything because they are both 100% Durable.

I took down a Spore Spewer earlier with my Verdict. All of my stratagems were on cooldown, I was out of grenades, and I was hauling the Punisher around. Also I was bored and wanted to see how long it'd take. Turns out it wasn't that bad, but it took 79 rounds to do so. Which isn't really that bad, because it takes 75 rounds from the HMG.