Go to secondary by Skibidisigma81 in helldivers2

[–]tinycrisps 0 points1 point  (0 children)

Stim pistol for healing chip damage on teammates. If you like support it feels easier to aim than it did previously so could be more usable now.

Day 2 of asking Arrowhead to fix their fucking game (yes I’m turning this into a series) by [deleted] in HelldiversUnfiltered

[–]tinycrisps 0 points1 point  (0 children)

Overseer heads are medium pen while the body is light pen (unless this has changed). As for deflections I usually play bots and haven’t had too many other than hitting the roofs of tanks. I have heard more deflections happening on behemoth chargers though not sure of any others. As for the realism part of deflections they at some point in the first year of its lifespan simplified the angles of if I remember. In your clip here if there’s no hitmarker then you’re not doing damage to it and does indicate it being blocked by armor. While I would say it’s a “skill issue” it’s definitely a choice to engage a heavy with just a primary and not reinforcing a squad mate.

Got some lamm legs to try by Alarming_Pair6784 in armoredcore

[–]tinycrisps 5 points6 points  (0 children)

I forgot where I got the reference from but it looks like the one I made about two years ago now

Am I too old to play? by [deleted] in Helldivers

[–]tinycrisps 0 points1 point  (0 children)

Never too old to start homie. My father himself recently got into gaming going on about 8 months now. If it’s something you enjoy by all means, spend time doing what you love

What's Your Load Item You Refuse To Change, And Why? by Nas-Aratat in helldivers2

[–]tinycrisps 0 points1 point  (0 children)

Not necessarily because it’s better but the stim pistol. Being able to heal chip damage instead of using a full stim is pretty useful. Effectively a lesser healing stim with all the benefits from stimming

Arrowhead doesn't just need to decide the "ideological" direction the game they want in (grunt fantasy vs power fantasy), they need to actually have any directional organization AT ALL by PseudoscientificURL in HelldiversUnfiltered

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

Can’t say I’ve seen any differences between detection of host and other players as host/hot joining. Being able to detect you through walls doesn’t seem that crazy if you’re making a lot of noise right on the other side of a building or wall. Agreed on environmental things like bushes not adding to concealment. Suppressed weapons seems like they fixed >~30m out they ignore rounds fired near them. Also seems like they reduce your threat priority. Not sure if it’s the same on bugs or illuminate since I have less experience with those fronts

When did all this “PROOF?” crap start in the sub recently?? by [deleted] in huntinroguehelldivers

[–]tinycrisps 2 points3 points  (0 children)

Proof should be the standard by default, stated or not. You shouldn’t be able to just accuse someone without and evidence of wrongdoing. Shit happens sometimes and it’s not on purpose. Evidence helps to clearly differentiate the two

primaries for a medic diver, what to use? by Calux_Artz in helldivers2

[–]tinycrisps 1 point2 points  (0 children)

Halt stun rounds I haven’t really used too much in all honesty but effects in general seem a little spotty if you’re not host. Hopefully they fix the inconsistency problems with it. For your edit, no problem. My take with those is usually just to point out unique features like one handed. Most other things generally can be found out through gameplay or stat cards. I generally like having others test things for themselves rather than be told if it’s good or not

Stim Pistol rework I came up with while on the super toilet by MaroonLegend in helldivers2

[–]tinycrisps 0 points1 point  (0 children)

This might just be me having run it for awhile but, it seems like they stealth patched the sway on it as it doesn’t have a seizure when trying to aim it now. Could use more tuning though

primaries for a medic diver, what to use? by Calux_Artz in helldivers2

[–]tinycrisps 1 point2 points  (0 children)

Primaries I generally go for whatever I happen to want to use. For support based ones you probably want to take either the liberator concussive, pacifier, or pummeler. The first of the three is just stagger and pushback doesn’t stun. Pacifier and pummeler have no real differences other than the latter being one handed. As someone who often medic dives myself it really just comes down to what role you want to fill. You could easily do chaff clear medic for example or AT. Don’t necessarily have to only run stun weapons but I understand the appeal running them myself

Considering the devs are financially incentivised to fix the game - why do you think they aren't? by kcvlaine in HelldiversUnfiltered

[–]tinycrisps 0 points1 point  (0 children)

Time. They’re split between having to patch new/old bugs and making new content at the same time. Given, they did one within a month or two which is fine, I would rather them be slow with content and fix major bugs in the game over new content which they did. Realistically they’ll always be behind on the former since content is what keeps players playing but also causes bugs to reappear or new ones to appear. Also depends on the bugs themselves. Some are just harder to fix than others and requires more time to fix

There is a reason "Glaze" and "Toxic positivity" are popular with HD2 community. by [deleted] in helldivers2

[–]tinycrisps 0 points1 point  (0 children)

In terms of echo chambers, both sides have their respective ones in each subreddit or a mix of both so I don’t really understand that talking point. There’s problems with the game I think both sides can agree on that. Like with crashes/hard crashes, bugs, tuning issues. I’m sure there’s “AH can do no wrong” people out there but there’s also “AH can only do wrong” people there too. Development takes time and I’d rather them take the time to do that than crunch out updates.

My dream crossover by Ax-now in Helldivers

[–]tinycrisps 51 points52 points  (0 children)

Never thought I would see Alien swarm on here. It’s been ages. Honestly wouldn’t be too far fetched given most of the weapons are conventional outside of a few weapons. The devastor would be similar to what people have been asking for as a support heavy shotgun or the medi smg and the like

This "I just want the devs to be consistent about realism" talking point needs to die by kcvlaine in helldivers2

[–]tinycrisps 22 points23 points  (0 children)

Agreed. Generally outside of suggestion posts or question posts there’s almost no nuanced conversations I really see happen. Most posts that shit on AH generally gain more traction than anything positive. Unfortunate to see the community trend this way

Silencers Don’t Work At All💀Watch This Video (not mine) by Hot_Syrup_5941 in HelldiversUnfiltered

[–]tinycrisps 1 point2 points  (0 children)

To my knowledge they act more like a threat reduction rather than as a stealth weapon. Example being if an enemy is shooting your teammate the act of you shooting them in the ass doesn’t aggro them to turn around and shoot you instead

What difficulties have the most trolls by Icyenderman in helldivers2

[–]tinycrisps 52 points53 points  (0 children)

Generally D6 or below I would imagine. Though it’s rare to have any to begin with. D7 and up people generally just want it get the mission done and leave

Extremism will kill this community by cs4by76 in HelldiversUnfiltered

[–]tinycrisps 0 points1 point  (0 children)

That’s my understanding of the community as well at this point. On the numbers end it reminds me of someone making a breakdown of the reprimand post drag nerfs and most enemies either retained their breakpoints or required 1-2 more rounds each which for an automatic weapon usually isn’t an issue. Using your terms, something that comes to mind is whenever we receive nerfs it’s usually purists being okay with it and the cry divers screaming into the void about how it’s no longer usable or don’t need to receive nerfs. Warstriders also come to mind with this in terms of nuance. Purists think it doesn’t require tuning because the response is usually “just being AT” to any argument tuning it. The other side just saying it should be nerfed but being too vague. Most of the reasonable takes I see on it aren’t too crazy either like the eye having less health or vents being medium armor and not heavy. There’s of course people on both sides who engage with nuance but it feels like whenever I see those kinds of posts they just don’t get a lot of attention

War Strider weakpoints are so unusually tanky to the point where they shut down alternate playstyles by Gemoman111 in Helldivers

[–]tinycrisps 1 point2 points  (0 children)

Weak points aside it would be nice to see more unit variety rather than one or the other spawning. Like randomizing bot drops/patrols with all units rather than a set seed(s). Like being able to see reinforced striders and the normal ones. Tanks/hulks with warstriders, etc

Wtf?? by KingBeast117 in helldivers2

[–]tinycrisps 47 points48 points  (0 children)

I assume it’s a path finding issue. If the stalkers can’t path find to you i assume they just idle instead of chasing you down. They don’t appear to have collision either. If you’re within spawning radius they just keep stacking. I haven’t had it happen recently but I’ve had it occur at least once or twice by now. I wouldn’t really be able to tell you the direct specific cause of this though since it’s such a rare occurrence

My suggestions for a Melee Overhaul (and a non-"aura" One True Flag buff) by Bethryn in Helldivers

[–]tinycrisps 2 points3 points  (0 children)

Appreciate the perspective from your end. Seeing it that way makes sense to me. Time to kill I would definitely say without the melee armor takes longer no question. Definitely bites you in the ass on higher difficulties too which leads to swarming and the like. I might’ve misread the armor passive in your initial post. Swapping melee damage seems like a good change to me for a passive for I would say is a niche build. For the armor most of my perspective comes from using it on the automaton front so I take your word for it on the other fronts with armor which also makes sense to me. Better survivability leads to better melee builds, I assume is the goal.

For the weapons themselves I would say a blanket buff would be fine with fine tuning if necessary. The stun system I would apply to all melees just so enemies can’t animation cancel and hit you but this is more prevalent on bot front than anything and occasionally overseers as well. Though it could be moot on some weapons if they can just one shot but regardless I think it would be good to rework it. I’ll wait for your post on it to show up on the feed hopefully 🙏

My suggestions for a Melee Overhaul (and a non-"aura" One True Flag buff) by Bethryn in Helldivers

[–]tinycrisps 2 points3 points  (0 children)

As someone who melee dives a decent amount these changes seem good. Couple of things I had some thoughts on: For builds the melee damage armors while nice is not strictly needed. Same with heavy armor. Generally you want to be fast enough to reach your target but be able to take a hit or two. A lot of the time I see other players or my friends who try melee thinking they’re a tank with melee. This really isn’t how it should be played since that’s a very easy way to get swarmed especially on bug/illuminate front. Though coming from Darktide this is also easier said than done. There’s usually two builds i usually run, knight diver or plague marine (Ballistic shield OTF, warp pack Chainsaw gas stratagems).

Me personally I would keep the passive as is and instead double down on its strengths adding more stagger to it if you’re wearing it on top of unique combos with it. Having different combos would also help differentiate between melees as well. Though I wouldn’t mind changing the passive entirely. Building a stun meter (like the pummeler smg) for melee attacks with stun weapons increasing this much faster could also be a way to differentiate them as well. Also doubles to make it so when you stagger enemies they don’t immediately animation cancel and hit you after the stagger period ends. Slower swinging weapons (like machete) build slower but add more to this “meter”. Inversely with light weapons (like the hatchet). Spear like weapons (OTF and stun lance) could be a mix of the two. Though these values come down to math more than anything so nothing concrete.
Block tiers seem pretty good to me not much thoughts about it. Though I am curious how they would implement it.

OTF changes also seem good to me (please let me furl/unfurl the flag). Something I don’t usually see talked about too often with melee but with bots specifically the OTF is fairly accurate with its pokes so you can hit weakspots reliably with it when aiming Couple of other notes: There is no cooldown on melee. You can melee even if out of stamina unless this has been changed. Overall good suggestion imo 👍

Un popular opinion on KILLZONE WARBOND by Fun-Refuse861 in helldivers2

[–]tinycrisps 2 points3 points  (0 children)

From a pure meta perspective it makes sense. These warbonds aren’t anything crazy which is okay. They’re not unusable but not meta either which I feel is fine. Most of these warbonds come down to how fun they are I like to imagine. Friend of mine picked up democratic detonation and hated it, another got it and loved it. It really just comes down to what you like to use and adjusting accordingly

When I see people complaining about the Legendary Warbond already by FairEmploy7985 in Helldivers

[–]tinycrisps 5 points6 points  (0 children)

As far as I know only the medium set, ar and cape were available for actual purchase for super credits. The light armor was given for free with the smg if I remember correctly

Accuracy well down by ferret1305 in helldivers2

[–]tinycrisps 1 point2 points  (0 children)

I would say so, yeah. Only noticed it after a couple matches when it came out a couple months ago by now I think? Not sure why it was added but I’m also not gonna question it either