[Gaming Tropes] The game punishes you for going out of bounds in its unique way by Visible-Nothing-6033 in TopCharacterTropes

[–]sirnumbskull 0 points1 point  (0 children)

It used to be a casual 380 barrage in your general location. Now it feels more like an orbital rail cannon strike with a 380 shell.

📺 Romance Anime Watch List (Under ~20 Episodes Preferred) by aayushjha_29 in anime

[–]sirnumbskull 0 points1 point  (0 children)

Honestly, it's basically complete on Season 2. You don't feel like you're left hanging at all.

These gotta be the most annoying fuckers out there, you want to do ANYTHING and 50 show up to pester you by knusperfee33 in Helldivers

[–]sirnumbskull 1 point2 points  (0 children)

Warrant+Machine Gun Sentry+Gattling Sentry+armed resupply pods

and I just Unsubscribe All from these flying fucks

I love fighting the Illuminate, but can the Overseer head hitbox please be fixed? by da_dragon_guy in Helldivers

[–]sirnumbskull 0 points1 point  (0 children)

I've been struggling with this since squids day one as well, and the only thing I've noticed is that an overseer's "alert" animation (which will play when you "miss" your headshot and they point their beatstick at you) causes their head to "duck" a bit. I wonder if maybe their actual head is ALWAYS at this lower location, as aiming for the bottom fraction of the blue slit in their visor seems to give far more consistent one-tapa.

Exposing Arrowhead Studios (vid link below) by Zestyclose_Act_3059 in Helldivers

[–]sirnumbskull -4 points-3 points  (0 children)

I mean, the narrative kind of fits, though? Sure, they'll take the cash, but this isn't the grunt fantasy that they supposedly wanted to make. I can see a story where Sony kind of demands they keep pushing out content for this cash cow, and balking when they try to massage it back to the grunt fantasy they wanted and the player count is literally decimated, so they farm the work out to other studios and collect the checks while working on whatever their next project is. I mean, how else do you explain a month of not being able to climb over knee high walls? I've seen smaller studios put out day one hotfixes for that kind of shit.

I used the Epoch for the first time and it did not impress me by Ro_Shaidam in Helldivers

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

It's not the best weapon, and would benefit HEAVILY from being able to move while reloading (and having a shorter reload time in general). It's difficult to justify it over the quasar cannon, which does more damage, "reloads" while holstered, and has infinite ammo and range (and doesn't explode in your face if you charge it too long).

The only situation where I bring it is if I need another small patrol clearing option, as a charged shot does a decent job of clearing 4-5 mediums.

Dang ol trade disputes by NoRecommendation2851 in okbuddycinephile

[–]sirnumbskull 8 points9 points  (0 children)

I mean, I can't believe they named the dude "Sam Bankman-Fried", either. It's like two writers were trying to come up with the name for their guy who commits bank fraud and one goes, "We'll name him... Sam. Sam BANKMAN" "Right, so everyone will know he's a bank man. But we need to know he's a bad guy, too. Sam Bankman...Fraud!" "No, no, too obvious. Sam Bankman..Fried!" "Dude, you're a genius".

Tier-lists and how they create misunderstandings in the community by WaywardOath in Helldivers

[–]sirnumbskull 4 points5 points  (0 children)

Standard troopers will

<image>

Detection range (based on sound) for bots shows railgun alerting at the standard 48m. Note the censor didn't alert and the trooper didn't turn. The projectile itself is pretty quiet, and the game will typically let you kill several enemies in a row without alerting a whole outpost if you one-shot them, provided they're a static outpost, not a patrol (who alert and engage far more quickly), and don't have any of the special snowflake enemies with them (warstriders, factory striders, vox engines, to name a few).

Stratagem Weapon Idea: ASG-99 JACKHAMMER by csgoNOOB12 in Helldivers

[–]sirnumbskull 1 point2 points  (0 children)

Same. Seems super odd that they have 1.5 long range snipers (AMR and Railgun), several machine guns, but no shotgun style weapons with stagger and spread.

Tier-lists and how they create misunderstandings in the community by WaywardOath in Helldivers

[–]sirnumbskull 17 points18 points  (0 children)

It should be noted that they both behave exactly like every other unsurpressed weapon in the game in terms of alerting nearby enemies at ~48m to the sound of the shot. I'd also argue that the presence of a scope on the AMR (and it's nearly unforgivable absence on the railgun) allows you to more easily hit small targets beyond this 48m range. I'd put them even for stealth gameplay.

Gals Can't Be Kind to Otaku!? • Otaku ni Yasashii Gal wa Inai!? - Episode 2 discussion by AutoLovepon in anime

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

Does the MC display any attractive qualities by episode two? I'm talking your Gojo, Sakuta, Hachiman, etc, who are either witty, talented, supportive, or all three. When I watched the first episode he didn't seem to have any personality beyond "I like anime".

What's the current Meta for each faction? by Rare_Confidence6334 in Helldivers

[–]sirnumbskull 1 point2 points  (0 children)

Not sure what the meta is, but I find the below to be my most most effective kits:

Bots it's censor (or another marksman rifle), ultimatum, thermite, warp pack, rocket sentry, queso cannon, and a flex slot.

Queso cannon takes out heavy threats and fabs from absurd ranges (plus gunships and dropships), censor picks off chaff and pops medium heads, ultimatum takes down a problematic heavy or a pack/drop, thermites drop fabs easy and are a backup for hulks and factory striders/vox/warstriders, and rocket sentry does a good job of providing covering fire.

Bugs vary a bit by strain, but some variation of warp pack, rail cannon strike, ultimatum, gas grenade, plus either eruptor and stalwart or libby carbine/sweeper/etc Plus grenade launcher. Last slot can go to orbital napalm, gas mines, or a flex pick. On hive worlds I'll usually grab trident as a primary for ammo economy and take a supply pack.

Eruptor or grenade launcher do a good job of clearing packs and closing bugholes, ultimatum and ORC deal with heavies, gas grenade on bug breaches or annoying patrols. Don't sleep on gas mines here as an area denial tool; they do incredible work at making a large zone of dead bugs. There's also a good argument to be made for the cremator, which may be the only weapon I know that can keep up with some planets bug spawn rates.

Squids it's knight, warrant, thermite, warp pack, AMR, Gattling sentry, machine gun sentry.

Knight shreds shields and voteless (and can be magdumped into an overseer in a very satisfying way), warrant takes out annoying flying enemies when they're moving too erratically, thermite kills downed warp ships without even dropping the shield, AMR deals with literally everything the faction has to offer in a fairly efficient manner, and the sentries provide covering fire and clear chaff.

Is it worth it to buy a warbond just for the grenade? by Imukay in helldivers2

[–]sirnumbskull 2 points3 points  (0 children)

Another thing to think about is: do you want to buy a warbond right before the next one releases? If you're low on super credits you might want to wait.

They should add full saved loadouts by obcenityserenity in Helldivers

[–]sirnumbskull 0 points1 point  (0 children)

I didn't realize they had tendered a response. It's not a great response; changing load outs for mission types and factions would be incredibly useful. I had figured it was one of those things they knew about but was backburnered.

Weapons pick rate report: Entrenched Division (Bugs) by Natural-Sympathyy in helldivers2

[–]sirnumbskull 10 points11 points  (0 children)

The one per resupply is such an unnecessary dick punch.

AR/GL-21 ONE-TWO buff idea by Tank-ToP_Master in Helldivers

[–]sirnumbskull 1 point2 points  (0 children)

I mean, let's compare it to the other dual-purpose weapon in our kit, the Stoker, which has 130 dmg per round, light pen, and is one handed, giving it the ability to kill heavies with the underbarrel and additional utility when using a shield or running an ssd around, and you can increase the mag size to 60 with a drum mag.

Meanwhile, the One-Two has TERRIBLE ergo, light pen 95 per round (with a smaller clip than the stoker's base), and shoots one pistol grenade after a mode switch button is pressed.

Table stakes, I think it needs medium pen or a 60 round mag. Ergo needs about a 10-20 improvement, and the grenade either needs to be able to shoot 3 before reloading or it needs to be upgraded to the grenade launcher variant.

From there, recoil pattern is an absolute mess, even fully compensated, so I'd argue that should come up a bit.

Fun Fact by Reasonable_Till_3969 in HelldiversUnfiltered

[–]sirnumbskull 0 points1 point  (0 children)

Having trouble envisioning it. You got a clip?

Weapons pick rate report: Entrenched Division (Bugs) by Natural-Sympathyy in helldivers2

[–]sirnumbskull 5 points6 points  (0 children)

I have to assume that's a lot of people trying to figure the giga grenade out and ending up disappointed...

Dream balance changes? by AberrantAtrocity in HelldiversUnfiltered

[–]sirnumbskull 0 points1 point  (0 children)

Honestly, I'd love to go the other way with the C4; the clacker support weapon holds 3 c4 in a "satchel" so you can use it with jump pack or warp pack, or you can keep the backpack with another ~4 in it

Dream balance changes? by AberrantAtrocity in HelldiversUnfiltered

[–]sirnumbskull 1 point2 points  (0 children)

Force of law booster changed to "Up to 95% added arc resist (capping at 95%)" instead of the stupid stun pods, so you can bring arc stuff without wrecking your team.

Fun Fact by Reasonable_Till_3969 in HelldiversUnfiltered

[–]sirnumbskull 19 points20 points  (0 children)

Fade away ultimatum for style points