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Psykmoe
Oct 28, 2008

Apple Craft posted:

So what's with the page 1&2 armors in the new warbond? They have the exact same stats, but the final page armor has the more speedy/less armor variant. Shouldn't either page 1 or 2 have a slower/more tanky variant and the other the more balanced distribution?

Steeled Veteran Warbond had the same thing. Two statistically identical but legally distinct variants of medium armor with +throw distance/50% limb injury resistance, and a heavy version of same on the third page. The light armor with that perk is in the super credit store rotation. Maybe a heavy arc armor variant will show up there eventually? :shrug:

I'm all for fashion souls or whatever, so I don't object to identical stats with different looks, I just would have preferred to get 3 different armor weights in the premium warbonds and put the duplicates in the super credit store. The heavy servo assisted armor in the first premium warbond has another, distinct looking copy in the super credit store that I prefer, for example.

Psykmoe fucked around with this message at 06:23 on Mar 16, 2024

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Psykmoe
Oct 28, 2008
I was always kind of amused by that weird bug where you shoot down a dropship and instead of falling it disappears and then slides sideways into its crashed position.

Then I shot down a dropship well ahead of me and its wreck appeared behind me and turned me into roadkill while sliding into its resting place. :negative:

Psykmoe
Oct 28, 2008

Hats Wouldnt Fly posted:

I imagine orbital EMS or the stun mortar would be just as good, if not better.

The stun mortar honestly feels great. Even without the upgrade to turret ammo it stays in action a long time, and the slowing fields stay around long enough to really slow down enemies trying to rush you down, and slow enemies are easier targets for all sorts of things.

As a bonus, it barely ever teamkills because it only does damage when the shell happens to land directly on a guy, and even if someone is in a slow field, dive > get up > dive gets them out quickly enough.

On the other hand, I have no idea what the actual targeting priorities are, so there is definitely a risk of the EMS not having yet gone where you really need one.

Still, it's basically become an auto-include when I'm going into quickplay. Even if it doesn't work as well on Chargers or Titans, slowing down all the chaff around them is helpful in itself.

Also, even on maps with poo poo visibility (Hello, Draupnir!) the blue field is easy to see and can serve to draw attention to an avenue of enemy attack for the other dudes on the team.

Psykmoe
Oct 28, 2008

Oneiros posted:

i think a big thing with a lot of the bad primaries is they feel like they need to make a bunch of them handle like a boat. why the gently caress does the spray and pray have noticeable aim lag? the entire drat point of the thing is swatting tiny bugs out of the air as they leap on you from thirty meters away!

Yeah. I also don't get why the Countersniper handles worse than the regular Diligence, which is already kind of niche? I don't even use these rifles but I don't feel the bit of extra damage the CS does justifies all the ways it's worse than the stock variant.

Breaker Incendiary is fun but the fact that the dot portion of the burn only really does relevant damage to the smallest bugs and yourself and the fact that its up-front damage is so dogshit means you're constantly wasting ammo making sure Hunters don't hurl themselves at you while on fire. So it's increased mag size is just a compensation instead of a bonus.

The Liberator Concussive has an terribly slow rate of fire as punishment for its ability to stagger enemies. Well, the best crowd control effect is still death, so just pick a gun that kills faster.

Liberator Penetrator also has like 3 downsides to pay for its penetration, but its damage per bullet is poo poo, like the worst of any automatic, which means it's a downgrade against small bugs a regular Liberator already gets red hit marks on, and shooting through medium armor makes you do half damage and is a trap option because your base damage is garbage. If you ever used the MG-43 you'll especially resent the difference in effectiveness when brute forcing medium armor. It's best performance is when shooting targets a regular Liberator could kill, but only slowly because white hit marks are not bounces but do crap damage. (Brood Commanders, etc). The Liberator Penetrator has three levels of zoom but I don't think Arrowhead is very good at making scopes either, but I guess technically this means the gun is for sniping weakspots?

The other weapons with medium penetration at least do enough damage to justify brute forcing a medium armor enemy if you can't shoot its weak spot.

The JAR-3 Dominator is also incredibly cumbersome but at least it feels distinct and does enough damage when you're not cursing the tiny magazines.

I was going to say the Scythe is bad because Arrowhead massively overvalues the heat/no magazine gimmick, but the Sickle exists now so I got nothing.

I feel like Arrowhead isn't that good at balancing Primaries, considering how many weapons with weirdly specific use cases or huge downsides for small gains there are.

As you mentioned, the slow turn speed on the Spray and Pray is really egregious. It feels like poo poo having to watch your weapon slowly swing after your crosshair while trying to track a sidestepping hunter, a prime shotgun target otherwise!

Psykmoe fucked around with this message at 07:18 on Mar 21, 2024

Psykmoe
Oct 28, 2008

Captainicus posted:

I also like the slow turn speed stuff, its the one way the shooting in this game feels distinct from every other 1st/3rd person shooter out there. I'm also the kind of sicko who thinks 'maybe the players in an FPS game shouldn't be able to aim perfectly while tap dancing or snipe while leaping through the air, so perhaps holding steady and taking cover can help you aim'

I'm fine with slow aiming on guns where I feel like their effect justifies it. The JAR-3 Dominator is divisive but it's also a huge gun that deals shitloads of damage with every shot. Both support machine guns have slow tracking but also do a lot of work. But the slow turn speed on the Countersniper and Breaker Spray and Pray are just baffling. Is it there for flavor or for balance? What is the meaning behind these guns??

Captainicus posted:

Of course, I have no defense for the counter sniper's continued existence, I just meant I can definitely enjoy a weirdly cumbersome gun if it has some kind of benefit (its me, I'm the jar dominator enjoyer)

:respek:

Psykmoe
Oct 28, 2008

ChaseSP posted:

Dropping a hellbomb on a shrieker nest is basically a last resort thing for if you seriously don't have any other better methods to blow it up from far away like RR/EATS/AutoCannon, I know airstrikes also work but unsure how many you need but even that might arguably be better purely to get it down asap.

I've seen people with the relevant weapons just ... not do it unless prompted. Sometimes not even then. Maybe they try one rocket/less than ten AC shots and assume it doesn't work?

Psykmoe
Oct 28, 2008
Additionally, the short reload on the AC is really short, so if you're just slamming in a single 5 round clip instead of doing the while song and dance, it only takes a second, which is a big boost to uptime even when you're not doing the assisted reload gimmick.

Psykmoe
Oct 28, 2008
I was going to remark about the weird tribalism developing on the subreddit but I guess the call is coming from inside the house.

Psykmoe
Oct 28, 2008
I like the Defender because it feels, I don't know, economical? More damage per shot at the same mag size, the lower rof means fewer wasted bullets on overkills. You can set it to burst or semi-auto mode if you really want to, but at 520 rpm I feel like trigger discipline is very easy. Despite having superior damage per mag, its reload doesn't feel long.

I personally prefer the clean reflex sights on the Defender over most of the scopes in this game, but I don't use first person often with primary weapons. Not having a scope can be limiting in specific situations, I suppose, but for most of my use cases it's irrelevant, or I pick a different weapon before the mission.

Also spraying gunfire wildly to the sides or behind you while sprinting is funny.

Supposedly the Defender also has lower recoil than the Liberator, but what do those stats even mean? How much less is 15 vs 10 recoil, and would I notice the difference if the Defender wasn't already easy to control with its modest rate of fire?

Psykmoe fucked around with this message at 18:39 on Mar 27, 2024

Psykmoe
Oct 28, 2008

Au Revoir Shosanna posted:

yeah i don't see the point of an mg that has less ammo and is harder to aim than the medium mg but doesn't have much more noticeable armor penetration

It is pretty funny that you can set this new HMG to 1200rpm, in case you thought the Stalwart's max rof was too slow?? I guess sometimes you just need burst damage NOW but that's a good way to fart away the entire mag in the blink of an eye.

Of course you can also dial it all the way down to 450rpm which at least makes being efficient with your ammo easier, I guess.

sushibandit posted:

... they shouldh ave either doubled the rounds-in-mag count or given you an extra mag or two.

Considering how absurdly gigantic the drum magazine/ammo box is, you'd think it'd fit a little more ammo than that.

Psykmoe fucked around with this message at 15:25 on Mar 28, 2024

Psykmoe
Oct 28, 2008
I enjoy the Quasar but I'll probably just keep littering the map with EATs vs bugs for now. I mean, yes yes, skill issue, but I prefer the weapon I can fire off without a long charge-up against the enemy that always wants to close in at me.

Bots already incentivize use of cover so pre-charging a shot before peeking out is usually not bad, and infinite ammo lets you wastefully blow up the occasional mid sized enemy with much less opportunity cost compared to the other options, since you neither have to wait for the call-in time nor stop to reload the weapon.

Very fun gun though.

Psykmoe
Oct 28, 2008
So far my biggest problem with bots is that I get quick-play deployed into teams that do the objective, then blow their entire reinforcement budget fighting some irrelevant secondary. I keep getting these missions that go completely to poo poo after the objective is done.

I still need rare samples more than I need to hit the resource cap waiting for new unlocks, so it's just annoying when you can't convince a team to stop fighting over a random crater because they refuse to decline an engagement or disengage. Like, we'll probably wait 4 minutes for the shuttle, have your pitched battle there, please.

Psykmoe
Oct 28, 2008

Sokani posted:

Looks like we're gonna lose Draupnir. That will spell doom for the major order.

I feel like Arrowhead's decision not to paint supply line connections on the galaxy map is gonna produce a lot of confusion and 'feels bad' moments for people who don't go to third party sites for their war updates like it's 2000 and we need the hand-drawn maps of EQ-Atlas to navigate our EverQuest zones.

Psykmoe fucked around with this message at 07:13 on Mar 30, 2024

Psykmoe
Oct 28, 2008
I run the Superintendentent of Conviviality.

More syllables, more freedom.

Psykmoe
Oct 28, 2008

WarpedLichen posted:

Tank towers are my bane on bot missions, what do people do against them? It seems like sometimes I can just turn a corner and get sniped.

If I can get close to drop an airstrike I'm good, but I can't reliably get the two EAT shots to the back to kill before it starts turning. I see clips of people taking it out with the laser cannon or auto cannon but I don't seem fast enough.

The vent weakspot is ideal, of course, but if you have EAT/RR/Quasar, two hits to the moving part will kill it from any direction, no need to fuss unless it's looking right at you, then it'll probably shoot you. It's just the barbette that's immune to everything.

Unfortunately, while turrets turn slowly, the Quasar's rate of fire is even slower, so you can't just sit there and wait with that. I usually bring a smoke stratagem. Enemy AI will definitely know what you're doing if you're hiding behind a single tiny rock, but smoke can help you relocate enough to get your second shot off before the turret does. And hey, eagle smoke projectiles still hit hard enough to destroy bot fabricators on direct hits without having to hope one goes down the mail slot, like with cluster bombs.

Also, while I always use the spot function in the hope that a red HUD marker floating well above the enemy base will spark recognition, other players will reliably cross open ground and may cause the turret to look away from you.

As you say, the right stratagems kill them if you're in throwing distance (even the eagle 110mm rocket pod attack knows to aim at the top part if the beacon lands close enough), but I've also had success just throwing smoke at their base to keep them from seeing anything. Probably depends on relative elevation compared to their targets, though.

Especially in quick play, a turret or two in a base is definitely something you want to manage if you don't want to be down half a dozen tickets or more for the rest of the mission :v:

Psykmoe fucked around with this message at 07:50 on Apr 2, 2024

Psykmoe
Oct 28, 2008
Since this patch, I'm getting crashes possibly related to the super store now. Earlier I wanted to hit the warbond tab while looking at the super store and crashed, then now I hit the requisitions hotkey, superstore opened without loading the armor images, then immediately crashed.

Guess I'm verifying files again, to see if it helps.

Edit: 1 corrupted file re-downloaded, seems to be fixed. And warbonds load their images for the unlocks way quicker now, too.

Psykmoe fucked around with this message at 14:06 on Apr 2, 2024

Psykmoe
Oct 28, 2008

BitBasher posted:

Nah, it's good on a lot of bot missions. You can drop one outside of a big base and do huge amounts of damage. Drop it on a side without an exit so they can't get to it easily. Colored up my

And you probably won't even teamkill anyone since they'll all have stepped on mines in their single-minded rush to get inside the bot base anyway.

I've hit those mines while diving away from other danger once in a while, but a lot of people will just walk straight onto those huge, red spiky things.

Psykmoe
Oct 28, 2008

LuiCypher posted:

This is basically the experience of playing with pubbies in Helldivers 2 - they're either Three Stooges extras who won't stop slamming their privates into walls despite it being much easier to just... go around poo poo, or they're hyper-competent operators who don't need samples or XP or Req anymore and operate under the belief that no one else does either so gently caress you for trying.

For exactly this reason, 90% of my super samples come from solo dropping into one of those 15 minute escort missions that are generated during planetary defenses, grabbing whatever samples I can (the maps are small but if there isn't too much water to spawn PoIs, the game crams the full allotment of rare samples into them, too), then spending 15 minutes hiding/running away until I can board the failure shuttle.

Maps with too much water will only spawn commons and the super sample rock.

Psykmoe fucked around with this message at 17:53 on Apr 3, 2024

Psykmoe
Oct 28, 2008

Gorelab posted:

I'm really amused by the group of players who seem to think the Quasar is this amazing wonder weapon, because it's good in it's role, but it's legit a side-grade to the EAT and RR, yet people apparently are acting like it's this amazing a anti-medium and I'm just so confused.

Yeah, Youtube just kept shoving these videos with clickbaity titles/thumbnails at me. "Quasar overpowered?" "It oneshots spore towers???"

Yeah, guys. It's literally just a rocket launcher but as an energy gun. Have you guys never picked up an EAT??

I mean, I really like the Quasar but you absolutely feel the long interval between shots during high pressure situations. Not having to sit down to reload is a bigger bonus than infinite ammo. My favorite pick if the rest of the team is already bringing autocannons.

And I mostly still spam EATs vs bugs.

Psykmoe fucked around with this message at 22:44 on Apr 3, 2024

Psykmoe
Oct 28, 2008
The riot shield is actually kind of fun now that they improved the coverage and removed the T-pose bug. And, very important, being ragdolled doesn't make you drop the shield. Sure, having to use it with an SMG/pistol is a big opportunity cost, but I like the Defender.

Of course, being able to stand there and have a gunfight with anything that doesn't shoot explosives at you probably develops bad habits :v:

Psykmoe fucked around with this message at 13:08 on Apr 4, 2024

Psykmoe
Oct 28, 2008

Hwurmp posted:

It's objectively inferior to the energy shield, but you can headshot devastators with the Senator so you can still do some work on lower difficulties.

Speaking of the energy shield, before they adjusted rocket damage, a fully charged shield could soak two instant-kill rocket without even causing you to ragdoll.

Is it still two rockets per shield charge? I have no idea what the damage calculations are like versus what kind of material is being hit, so I don't want to assume how the rocket change affected rockets hitting the bubble.

And yeah, not being immediately ragdolled by a rocket, slowed by the first touch of a hunter, soaking unexpected damage from any direction and actually protecting against melee attacks are still superior use cases compared to the riot shield's 'have one surface that's immune to bullets, also you can't ADS' thing, but at least it's mechanically useable now and doesn't constantly glitch out when interacting with the world or drop out of your hand when you trip.

So you know, now that it's not unusable we can judge it on its merits :v:

Psykmoe
Oct 28, 2008

Gorelab posted:

The dominator is amazing against bots now, with a caveat of it's a bitch if they're moving left to right with the gyrojet travel time.

Yeah, loving the Dominator. It's a clumsy beast, but the burst fire mode makes it feel really good against Berserkers and it fucks up any kind of Devastator. Doesn't smash Striders as quickly as a Scorcher does by splashing the pilot, but 2-3 shots to the hip joints do sort them out.

Still, the crap gun handling makes the already wasteful task (my ammo reserves!) of overkilling chaff bots that survived through crowd control measures more annoying than with the Scorcher (which benefits from some splash in this task), and I think the Scorcher's explosive projectiles make a superior contribution to weakspots on heavy units, since Dominator projectiles are just kinetic impacts which happen to be gyro-jet driven. Unless I misunderstand the damage mechanics vis-a-vis heavy weakspots.

I am also really terrible at hitting jetpack dudes in flight with the Dominator's slow-rear end projectiles.

Psykmoe fucked around with this message at 18:24 on Apr 5, 2024

Psykmoe
Oct 28, 2008

Poldarn posted:

Any tips for the 110? The times I tried it, it didn't seem to do much.


Sagebrush posted:

It hits the largest target in the area, so you need to use it like the rail cannon but with less power and faster reload. It will often kill a hulk or tank by itself, and two of them certainly will.

Also, as far as I can tell the Eagle flies in from behind you/in beacon throw direction like a strafing run, not perpendicular to the throw like the various air strikes.

This makes it pretty poo poo at moving targets unless you know where they'll be (just throw a stun grenade if it's not a titan), but also means large rocks to either side of you can't block the bombs like you sometimes see with airstrikes.

Presumably you shouldn't have your back to a cliff wall when you throw it out, not sure how high up and what exact angle to the ground the rockets come in.

Psykmoe
Oct 28, 2008

Hakarne posted:

I had my first teammate take Eagle Smoke for bots the other day. He used it well a few times to cover me as I was getting pinned down, but man was it nerve wracking to see a red stratagem ball with the word "Eagle" land right next to me lol

Of the various smoke delivery mechanisms, I like eagle best because it produces a wall of smoke in the pattern of an air strike, which can do a lot of work blocking lines of fire for bots in a pinch. Of course, it might not be available if you've manually sent Eagle-1 to rearm the 500kg bombs or whatever. On the upside, eagle smoke bombs hit the ground hard enough to destroy bot factories without having to hope a bomb goes down the mail slot like with the cluster strike.

Orbital smoke is 3(?) puffs of smoke in a triangle formation around the beacon, which can be nice to protect a console or hellbomb from enemy fire, I suppose, but I sometimes feel the smaller area covered makes it less versatile in a firefight. Does seem to blind bot turrets pretty well unless they have a target at a higher elevation to shoot at.

SEAF artillery smoke is just a single lame puff of smoke on the beacon, it sucks.

Psykmoe fucked around with this message at 17:44 on Apr 6, 2024

Psykmoe
Oct 28, 2008
Yeah, as long as someone has the muscle booster in play to counter the sandstorm's slow walking, I'm always happy for it to happen.

Psykmoe
Oct 28, 2008

Capn Jobe posted:


I can't seem to get away from using the 110mm rocket pods. The fire and forget convenience is wonderful, but I keep hearing that this stratagem isn't worth it. Is the regular Eagle Airstrike just better? Because I get an awful lot of utility out of the 110s.

The machine gun is my favorite weapon. I'd even put it above my beloved Autocannon, but it just doesn't seem worth it on the higher difficulties. I was hoping the HMG could close this gap, but it's just not good enough in it's current state. Has anyone heard of anyone making the MG work on later difficulties? Maybe paired with a Dominator and some clever stratagem use? I haven't had much success trying this, but I'd say I'm an average player on one of my good days.

Rocket pods vs air strikes are completely different use cases. Pods go for a single big target while air strikes will clear out a crowd while still dealing some damage to heavy units and destroying bug holes/fabricators. Air strikes are almost never bad, but if you know what the team needs and what complements your loadouts, pods can be really satisfying to use, I agree.

I am also a machinegun enjoyer, since it crushes all the annoying mid-sized enemies. I dropped into a friend's level 7 mission earlier that already had guys bringing EATs, a Quasar and some other gun I forgot. I ran machinegun, supply backpack and incendiary grenades. The incendiaries did a lot of work killing chaff bugs while I burst down anything warrior and up. Machinegun only gets one belt per ammo box so self-supplying maximizes uptime and allows more grenade spam.

My stratagems were 110mm rocket pods and railcannon strike to contribute to chargers and titans. Worked pretty well, and anyway I'm not shy about grabbing a spare EAT in a pinch.

I was experimenting with the Breaker Incendiary at the time and found the fire effect to be good at killing off Shriekers I wildly sprayed at. The buffed direct damage also makes it less unsatisfying against small bugs, so now the big mag size feels like a bonus and not just a necessity because of poo poo damage per shot. But any gun that can kill poo poo while you don't want to sit down for a reload should do.

Psykmoe fucked around with this message at 01:57 on Apr 8, 2024

Psykmoe
Oct 28, 2008
Please change every loading screen tip to 'Dive to put out fires' until the planet selection opens up again.

Yes yes blah blah fire buffs, I'm sick of people stoically burning to death from full hp after getting clipped by a single incendiary pellet or stepping into a flame a passing fire tornado left behind. If I can mash the dive key and then stim, so can you - once you've been informed by a third party that it works.

Update the tutorial with a section where they set you on fire.

Psykmoe fucked around with this message at 16:26 on Apr 8, 2024

Psykmoe
Oct 28, 2008

novaSphere posted:

The flamethrower is great when it works but some days all it seems to do is light you on fire and then you get headshot by a Hunter and die

I've had the opposite experience. Even when all other fires forsake me, treating the flamethrower's direct damage like it's the laser beam but ignores armor always killed things anyway - any damage over time happened to be completely incidental.

Psykmoe
Oct 28, 2008

Potato Salad posted:

Arc thrower RoF up 50% is a hell of a thing

Pretty sure that's the Arc shotgun, which had an insanely slow pump action and wasn't good for anything but its stagger. Its ludicrously low rate of fire was just tedious.

Psykmoe
Oct 28, 2008

Insert name here posted:

I really want to like the knight but "annoyingly imprecise when firing in bursts" is definitely one of the main reasons I keep switching away from it.

I sort of like using the Knight in burst fire mode but my main reason I stopped using it was the lack of flashlight. Some maps have *really* dark shadows, particularly those gray moonscape maps.

Just earlier I fell into mysterious hole on one of the TCS maps because I couldn't see poo poo and none of my guns had a flashlight on them.

Psykmoe
Oct 28, 2008

Mesadoram posted:

It should, it really should :smith:.

This seems like a real monkey's paw wish to make though, since the Blitzer is mechanically distinct from the chain lightning effect of the arc thrower.

Considering how often you can fire either gun and hit literally nothing because there are bushes or corpses or small rocks visible on the screen and your gun is too shy to produce lightning, any meddling with their electric attack code seems like a high risk endeavour.

Psykmoe
Oct 28, 2008

deep dish peat moss posted:

The ship upgrade wouldn't affect it even if primaries were affected by ship upgrades because it doesn't arc to multiple targets in the first place

Yeah this is a common misconception about the Blitzer.

I'm still kind of unclear on the actual damage mechanics of the gun. From my observation it hits 0 - 3 targets in front of me, but does it do full damage to each target or does it always do X damage per shot which gets divided out across whatever it hit? Cause I've had plenty of times where it didn't kill a scavenger or other small bugs but they were clearly hit and staggered. But when I'm obviously hitting only one target it'll nuke anything smaller than a warrior and might take the warrior's head off in one shot.

Also, while the Blitzer doesn't kill Stalkers quickly enough, it'll zap them even when invisible and stagger them enough to keep them from hurting you which at least makes them feel less scary for me.

Psykmoe
Oct 28, 2008

Infidelicious posted:



The SMG is fine? it's a defender that staggers stuff, but not devestators.


The funniest part is that while the new SMG does less damage and fires more slowly than the Defender, it still has better stats than the other stagger-gun, since the new Pummeler has the same damage as the post-buff Liberator Concussive with a 50% larger mag, less crippled rate of fire and a significantly lower recoil rating.

:v: weapons balance dev at work

Also I'm pretty sure the Arctic Ranger armor is literally just a recolor of the Trailblazer Scout, which also has the same stats, making it possibly the laziest armor yet.

Psykmoe fucked around with this message at 13:56 on May 9, 2024

Psykmoe
Oct 28, 2008

Infidelicious posted:

Tbh they really need to hire someone to actually play the game, and ask the balance / content people what the intended fantasy they are tapping into / ideal use case is; and say "how is this achieving that fantasy" and "why would anyone choose this over x" or "why though?"

This person would then explain the use case and fantasy to the marketing department so they can sell it.

That sounds nice.

I was personally very surprised to hear that the laser beam cannon was supposed to be horde clear and not a precision weakspot scalpel against bots, because the gun was pretty mediocre at horde clearing unless you were shaving off a row of robot heads.

Giving it a small damage buff and making it worse against big targets was a big "NO, you're using my toys wrong!!" moment. And it still doesn't feel that good at horde clearing, especially since it has no stagger, which is useful when drilling out devastator faces but is generally a liability. The most worrisome bot hordes are packs of chainsaw bots, and they're too beefy for the laser beam to feel good against.

Like, I don't mean to bitch and I still like the gun, but I did feel a strong disconnect between how I was using the gun and what the devs apparently thought it is meant for.

Still feels pretty good at slicing off gunship engines, so that's still fun.

Psykmoe fucked around with this message at 19:34 on May 9, 2024

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Psykmoe
Oct 28, 2008
I'm not sure where they even meant to go with the Thermite grenade.

They feel cool to use, the whole 'cook until spikes come out, then throw at bile titan' thing is a good rhythm, and very occassionally it'll generate a cool moment like getting a BT kill by exploding on its forehead after it soaked a railcannon strike. But their damage and time to burn just feels kind of bad for something you only have 4-6 of. Like, 4 incendiary grenades are nice area denial and still close holes etc, 4-6 impacts can score a meaningful number of a bile spewer kills in a pinch, but a sack full of thermite grenades really isn't a meaningful expansion of your anti-armor capabilities, and every time I get a charger kill it's a situation where the fight was spiraling out of control because all the normal, efficient ways of taking out a charger weren't there, or, on the other end of the spectrum, I'll know that it was about to get domed by a rocket or hit by some stratagem anyway.

At least against bile titans it sometimes feels like "well no one has a headshot angle and everyone's rail cannon strikes are on cooldown, might as well do some chip damage". Which feels a little better for a grenade. The slower movement of the BT may be a factor.

But I guess they need to be mindful of the fact that you can chuck four grenades in a row a lot faster than you can apply four instances of other man-portable hard AT when balancing, which might be a factor both in how much damage thermite does and in how quickly it happens?

I want to like thermite grenades but I don't know how they'd make them better without kicking another hornet nest of people with railgun grudges or concerns about weird meta shifts like 'thermite grenade and supply backpack' suddenly being a viable pick for hard AT work on bug missions :v:

TL;DR: How good is a grenade even allowed to be and can the thermite grenade become good in that space without being too useful when all other hard AT is stratagem limited?

Psykmoe fucked around with this message at 07:23 on May 10, 2024

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