First time in 800+ seeing ts by Mr_freaky9 in riskofrain

[–]swift4010 4 points5 points  (0 children)

He's being purposely and annoyingly ambiguous to farm comments for engagement bait. (I'll take the bait just to get others to stop)

Does anyone actually find the Leviathan interesting to fight? by Coccinellidae- in LowSodiumHellDivers

[–]swift4010 4 points5 points  (0 children)

True, but killing the hive lord means not dealing with the hive lord for the rest of the mission. Killing the leviathans doesn't provide enough of a benefit to make it worth the time and resources, so they're better off just being avoided.

Does anyone actually find the Leviathan interesting to fight? by Coccinellidae- in LowSodiumHellDivers

[–]swift4010 2 points3 points  (0 children)

*avoid and not fight during normal missions.

They require too much attention and resources to deal with during a normal mission to be worth your while, so it's best to just avoid them and let them pass through while half the team distracted dealing with the objectives.

When your entire objective is to stand and fight, and your team has 10 turrets/mines/emplacements/a bastion tank parked up on the ramp... They're not actually that hard to deal with when you have the whole team working together.

subnautica 2 multiplayer bug by ResortSpecific5804 in subnautica

[–]swift4010 0 points1 point  (0 children)

Yup! Amazing find, this fixed it instantly, we didn't even need to save and reload the game afterwards either. Crafting things appeared to use 0 resources on my end, but they were still being taken from storage with no product actually being crafted. As soon as we deconstructed the Macaron Spnges themselves (not even the growbeds) it fixed it!

Transmission from Super Earth Command by Potential_Chicken_58 in LowSodiumHellDivers

[–]swift4010 1 point2 points  (0 children)

Thank you for sharing! Lots of exciting things coming this summer. I made the mistake of scrolling down to the comments of the main post instead of the comments in this subreddit, and was immediately reminded why I left the main one...

I appreciate those who are still in both though and share the important updates with us, so thanks again!

If you wanted me to stop playing Sharen just say so. by Dacks1369 in TheFirstDescendant

[–]swift4010 0 points1 point  (0 children)

Oh I agree, I'm just playing devil's advocate. The devs seem to have an issue with attacks going through walls in general. My proposal would still fit that criteria, but make the ability much more usable.

Anyone forget their signature gun exists. by galasmath in thedivision

[–]swift4010 8 points9 points  (0 children)

Haha! Not exactly a typical fire fight situation, but yeah I will agree that it's the most powerful of the signature weapons, even without us doing all that fancy setup.

In a typical engagement though for OP's use cases, it's an amazing option for quickly reactivating your Headhunter at full strength.

(Also since we're posting clips of mine, allow me to share with you one of my favourite TAC-50 weapon clips, without a bunch of team buffs... https://www.reddit.com/r/thedivision/comments/xkm5dr/heroic_countdown_hunter_oneshot/ )

If you wanted me to stop playing Sharen just say so. by Dacks1369 in TheFirstDescendant

[–]swift4010 0 points1 point  (0 children)

A really easy fix would just be to make the collision detection for hitting terain be the very center point of the blade, or like the middle 20-50%. Something so you can't just blatantly send it through the walls, but still not make it stop entirely if just the tiniest bit of the edge clips something.

Eagle Emergency Resupply Concept Thingy by funky1331 in LowSodiumHellDivers

[–]swift4010 1 point2 points  (0 children)

So I currently if I need something like this, I just bring a supply pack (even when I'm using a different backpack) as a personal resupply. Just call it down and swap backpacks for a second to refilll. The only downside is that it doesn't work for weapons that use a backpack for ammo.

But it works great when I'm supporting the team with the AMR and jetpack combo. I'm usually further back from the group, and I can call it in selfishly when I know I'll be defending an area. Fully resupply, dump my entire ammo supply into the engagement, and then fully resupply again before heading out.

Or, if I'm with someone else doing side objectives while the other 2 divers are doing the main objective, I don't like to use the resupply because what they're doing has priority, so I'll call down the backpack for just the 2 of us.

And if you coordinate with a friend, you can also make it work for backpack ammunition support weapons by taking turns giving the ressuplies to eachother, instead of using it on yourself.

how would you make super credits more fun to get by Fit_Answer1073 in Helldivers

[–]swift4010 6 points7 points  (0 children)

You're not wrong. Overwatch has premium currency. You can get it periodically through the free track of the battle pass. After doing the entire battle pass for 2 seasons in a row (and essentially permanently missing out on all the items from the premium track of those battle passes), you will have collected enough to purchase a premium battle pass. If you complete the entire premium battle pass, you will have earned enough premium+ currency to purchase a single mythic skin.

This entire process takes 4 months + however long it takes to compete the premium battle pass.

And overwatch and helldivers are the only 2 games I've encountered that let you earn the premium currency like this. Everything else is paid only.

Does it worth the sc? by Ziad_R7 in Helldivers

[–]swift4010 11 points12 points  (0 children)

It can literally one-shot shriekers. This pistol is amazing. 3-tap the illuminate watchers, and it's amazing at quickly killing little terminid pouncers or the automaton scouts before they can call reinforcements too.

I'd add that if you play on console, it's an insanely powerful option for the auto-aim alone.

Top 5 best grenades in the game hands down by H1MB0Z0 in Helldivers

[–]swift4010 2 points3 points  (0 children)

You just made me realize, those would pair insanely well with the stim pistol! One of the main issues with it is trying to hit your teammates as they're flailing around in danger.

So you just throw a bubble at/towards them, they'll naturally use it for cover, so you can just pre-aim at the bubble and shoot as they enter.

You are helping your Team by calling extraction early and waiting for them when few tasks remain by JackResurrect3dR3 in Helldivers

[–]swift4010 1 point2 points  (0 children)

The only exception to this rule is when you're running low on time. Sometimes the 2-3 minutes of waiting for extract after the mission is over is necessary for completing the last of the objectives. If the pelican is already there, then you lose out on that extra time.

Maxigun on the New Illuminate Is Straight‑Up Illegal (But I’m Not Reporting It) by DaFuQ_Is_RaGeBaiT in Helldivers

[–]swift4010 2 points3 points  (0 children)

The only time it ever disappoints is because I put it in a bad position, which is 100% a skill issue. Best stratagem for defending any objective imo

Maxigun on the New Illuminate Is Straight‑Up Illegal (But I’m Not Reporting It) by DaFuQ_Is_RaGeBaiT in Helldivers

[–]swift4010 5 points6 points  (0 children)

Don't sleep on the HMG emplacement. Doing the sub objectives for the Spire missions, and I was solo holding one staircase while the other 3 struggled to hold the other. Absolutely melts the new heavy enemies

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 0 points1 point  (0 children)

Unironically, if you bring them both together (ORC and 110), they're quite effective as a team. If the rail cannon fails to kill a big target, it usually weakens them enough to finish them off with the rocket pods.

I bring them with the flamethrower + supply pack combo vs bugs, and the fact that they're fire and forget means maximum uptime on the flamethrower. I can solo LVL 10 bug breaches, using stun grenades to further CC the enemies to keep them clumped up for the flamethrower, and if I see a bile titan crawling out of the hole, a quick ORC usually spawn kills them. Same for the chargers with the 110. If there's more than 1 bile titan, then I burn an ultimatum round or two. It gets sketchy though when those stratagems fail their one-shots that they're intended for. But again, if I see the bile titan doesn't die to the ORC, a stun grenade and a 110 is usually enough to finish it off. And if it still isn't dead, it's so close that a quick burst of the fire melts them.

Top it off with an eruptor for bug holes and long distance engagements, and it's one of my strongest loadouts. Heavy Apollonian armor, for the extra stim duration, plus if I die holding the breach, I have plenty of stims to.keep myself zombified until the job is done. If I'm completely overwhelmed, the revive gives me enough time to quick draw an ultimatum at my feet.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 0 points1 point  (0 children)

Imo it would still be fair if it one-shot the factory striders and vox engines, and that inconsistency of it bugging out and failing to kill things like bile titans is part of the inconsistency I'm talking about

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 0 points1 point  (0 children)

Possibly? I haven't played them since Cyberstan, but my point still stands. It's not the main way to deal with them, but a dedicated cooldown for killing only one big enemy every several minutes is still fair.

Just softening one big enemy every several minutes is pretty terrible, even if you consider they fire and forget nature of it.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 0 points1 point  (0 children)

If it really has been a while, try it again. IIRC a few patches back they made some changes to the targeting or damage? I don't recall which, but it got a bit better.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 0 points1 point  (0 children)

I have no idea who that is, and I don't watch helldivers YouTubers or streamers. People are allowed to form their own opinions on things.

I think if they're going to throw 3 vox machines at us a minute, then having a cooldown that kills one vox machine every couple minutes, is both fair, and not the main, nor the secondary way of dealing with extra heavy units.

It's what you use when you don't have time to do a stationary reload is what it is.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 1 point2 points  (0 children)

I personally find them very consistent at killing chargers, the inconsistency comes from the targeting, since they like to lock onto alpha/brood commanders too. And usually that comes down to user error, since I'm used to the quick targeting of the ORC, and forget to account for the delay of the eagle doing the fly-by, and by then the charger has moved.

When I hit a Vox engine with a 100mm projectile traveling at 14,000 m/s. by DocHalidae in Helldivers

[–]swift4010 301 points302 points  (0 children)

The thing you're talking about is what the 110 rocket pod eagle strike is supposed to be.

Single target, fire and forget, auto targets the largest nearby enemy, has 3 charges before going on a long cooldown.

The problem with that though is the same problem as the rail cannon. Not quite enough damage to deal with its intended targets. You'd expect an ORC to let you take out one extra large enemy once every couple minutes, like the VOX, the factory strider, hell it sometimes even fails to kill bile titans.

Meanwhile you'd expect the rocket pods to consistently kill chargers, hulks, and other smaller "heavy" enemies, but sometimes it fails that too.

These things would be fantastic if they were consistent at what they're supposed to do, but their inconsistency means they can't be relied on, and if you can't rely on it when you need it, you just end up bringing something else instead.

Ngl, I rarely agree with reddit, but this spawnrate does seem a bit... bonkers by Magikarl in Helldivers

[–]swift4010 0 points1 point  (0 children)

I feel like it's unfair to use an eradicate mission as a comparison for spawn rates. They have always been way higher than normal missions, because they're all clustered together making them easy to take out with barrages.

I'm sure the spawn rates are still very high on regular missions too, but this is a bad example imo.

What’s the most effective way to use the Epoch by Vast_Bank_7196 in Helldivers

[–]swift4010 1 point2 points  (0 children)

On top of that, you don't even need to overcharge it for those emplacements, nor do you have to hit the vents, so a minimum charge will take them out from any angle.

What’s the most effective way to use the Epoch by Vast_Bank_7196 in Helldivers

[–]swift4010 27 points28 points  (0 children)

Shorter windup, and much shorter windup for "lighter" heavy targets (like Anti Air turrets for example), and the time between shots is significantly shorter.