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Durzel
Nov 15, 2005


Kinda gutted that it almost certainly looks like it'll be losing couch co-op. This was a real unique selling point for the original game.

Quietly hoping you can pull the camera back out to almost top down if you want to play with more than one person locally, but that seems like a forlorn hope.

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Durzel
Nov 15, 2005


TheMostFrench posted:

Yes, with up to 4 people who could never move out of each other's sight it could be difficult to get introduced to the game with more experienced people who knew the mechanics of where and how to move. Since you would just be constantly slowing them down or getting in the way, less experienced players were probably better off dead a lot of the time so would make very little personal progression in groups getting their own kills. If you aren't communicating well or paying attention to where the rest of the group is going, you might be thinking "ooh we could kill these guys by going around this way!" but the other members are focused on a completely different objective, but can't move towards it because you are holding up the screen, so now everyone is getting spotted by scout groups just out of sight on each side, which is summoning larger enemy forces from every direction which are unlimited in number.

The new switch could be really interesting because it helps create a bigger scope and gives everyone a bit more freedom to move. The friendly fire element is still there but will probably be less frustrating since you can focus on what you're aiming at as opposed to everything that is between you and the thing that you're aiming at. It should be good in the sense that people will probably get to spend more time actually playing the game, and it should still be easy to jump out of the way of anything dangerous.
On the flip side experienced players having to carry the newbs because they can’t progress themselves otherwise might be better than experienced players just rushing the objectives and newbs finding themselves completely alone (and shortly thereafter dead). Time will tell I guess.

The change in perspective looks like it will be more immersive at least, but I’m still kinda gutted that couch co-op is gone.

Durzel
Nov 15, 2005


Had a weird glitch that happened on a solo game on PS5 earlier. For reasons unknown suddenly any big bug that spawned would just haul rear end immediately in a set direction. I would come across them at the end of cliffs and water just lunging. The small stuff behaved normally. :confused:

Are Eagle stratagems worth it? I bought the 50% faster reload ship module for my first pick, and went with Napalm, mainly because I joined a game with two guys who seemed pretty experienced and they were both running the cluster bomb version of it.

Also I’m sure I saw a bonus earlier on where you’d get 15 medals for completing a number of secondary objectives. Last I checked it had 20 hours to go, but when I logged on earlier it was gone. :smith:

Durzel
Nov 15, 2005


Am I imagining things or does the LAS-5 Scythe kinda suck?

I have been running an explosive Liberator and the Laser Cannon, and enjoying that combo immensely. Got the Scythe with the intention of trading out the support weapon for something more potent to deal with big enemies, but I’m not sure I can get by with the Scythe for anything but the chaff enemies?

The Laser Cannon did a pretty decent job of dealing with most stuff, but the Scythe just feels weak?

By contrast a guy I was teamed with had an Incendiary Breaker from the DLC pack and he just shredded everything moving with it?

:smith: I like the laser guns

Durzel
Nov 15, 2005


Incendiary Breaker looked pretty potent from where I was standing last night.

It's fair to say that the Premium Warbond stuff isn't game breaking, which is a good thing. People have complained - rightly or wrongly - that it's the only place you can even get incendiary stuff (including a grenade) at the moment.

I'd struggle to rustle up enough outrage for P2W in a 100% PVE game though.

Durzel fucked around with this message at 11:16 on Feb 12, 2024

Durzel
Nov 15, 2005


Fishstick posted:

They said they hit 360k total at one point last night. The last game was a PS-exclusive for a while before it came to PC so it kind of flew under the radar for a long time, but suffice to say they are victims of their own success.
Launching on a Thursday probably wasn't the best decision either. I wonder whose idea that was given it sounds like a bunch of the team had to pull all nighters over the weekend.

I have a myriad of issues yesterday on PS5 when the servers were flapping. Warbonds UI opening and immediately closing, Strategem purchasing being a blank window, being unable to view your mission stats or "Return to Ship", just the partially faded out screen (resolved by hitting circle I think). I mostly gave up once I started getting frozen in place for several seconds whenever I picked something like Super Credits, Medals or whatever up, and then seeing that it wasn't even confirmed that I had collected it - so was essentially lost. I guess the server has to confirm pickups of stuff that is basically currency.

One thing that I had seen mentioned in several places was letting the intro movie play out in full being a solution to being unable to connect. It sounds like it should make no difference, but every time I skipped it I couldn't connect, no matter how many times I retried, but if I closed the game and watched the (admittely excellent) intro I would be able to get in instantly.

Durzel
Nov 15, 2005


Diephoon posted:

Is this on higher difficulties and are you overcharging your shots? I just tried Railgunning a Suicide Mission and it felt like it took forever to body shot them to death. It was difficult for me to time overcharging but not exploding while lining up shots on limbs.

Surprised I lived through this launch:

https://i.imgur.com/MWzFeP5.mp4
Drop down from a ladder height on to your feet and lose like 1/3 of your health. Get catapulted above the tree line, crash into the ground, and lose about the same. Makes sense :(

Durzel
Nov 15, 2005


Grenade Launcher got a pretty big buff it seems..

https://www.youtube.com/watch?v=WvQshpH4Wy0

Durzel
Nov 15, 2005


I like the Laser Cannon because it's a Laser Cannon, but the "reload" (cooldown) from a nearly overheated pulse of it lasts several seconds, longer than a Machine Gun reload I feel.

I'm starting to come around to the idea that there's enough ammo on the map and at random waypoints that the whole infinite ammo thing isn't such a compelling aspect of it. Certainly in HD1 running lasers often meant you were the only person on your team able to actually fire at times.

Durzel fucked around with this message at 12:57 on Feb 15, 2024

Durzel
Nov 15, 2005


Au Revoir Shosanna posted:

lol it's been said before but the 120mm barrage loving sucks
+1

I bought it to complete the challenge after basically being an Eagle whore all of the time and good Lord it is just the worst. Indiscriminate, very wide, slow. It seems to miss everything you'd actually like it to kill, and hit everything you don't. it took several missions for me to actually complete the challenge, since it seemed like it went out of its way to avoid killing anything 80% of the time.

The bigger version must exist purely to generate rage.

Durzel
Nov 15, 2005


Is it safe to say that I shouldn’t really expect to get any Super Rare samples playing solo? Tried a “Suicide Mission” and couldn’t find any (and eventually got wrecked). I also dropped in on a 3 man Helldive difficulty game and we did three missions and didn’t pick up one.

Durzel
Nov 15, 2005


grieving for Gandalf posted:

you gotta find the 30 foot tall upside-down testicle.

TaurusTorus posted:

You're looking for the magic buttplug.


CainFortea posted:

People do the max difficulty solo. So it's do-able. By you, I have no idea.

But at higher difficulty levels, especially solo, you're going to be looking for missions that require less combat, and you're going to be stealthing around. You can (slowly) run around, get some super rare samples, blow up some eggs with a strategem at range, then extract.
Thanks all.

I was doing ok, even with the bug breaches, but found it basically impossible trying to do the actual mission. Obviously going about it the wrong way.

Does the light “stealth” armour make much of a difference?

I guess the problem is also surviving the pickup. When I was in that Helldive group it was just relentless Chargers and Bile Titans.

Durzel
Nov 15, 2005


What are people's thoughts about the Slugger? I've been seduced by the Breaker after swapping out my explosive Liberator - which looked like it was potent but actually wasn't, at least not compared to the Breaker. Looking to save up for it but its a pretty significant medals investment.

Have heard the Slugger is basically a more potent Breaker, but at the cost of fire rate and maybe mag size? Someone I read who was championing it said that basically you use your secondary for chaff. I've only really used my secondary in moments of sheer panic.

The same person was also convinced that the Slugger has medium armor penetration as opposed to the light that it's advertised as having.

I guess at a certain difficulty level you're not engaging chaff if you can avoid it?

Durzel
Nov 15, 2005


Baby T. Love posted:

Someone who does Bots more than I do could probably speak more to that, but personally I feel the same way about the Slugger as I do about the JAR-5 above. It's just not the Breaker. It's slower firing, less damaging, more unwieldy, but also outranges the Breaker (but not as much as you'd think!) and can rounds-reload. Against Bugs I'd say no way is it anywhere close to the Breaker, against Bots the Slugger is probably better in a skilled player's hands. That's one of the strengths of the Breaker, you don't need to be particularly accurate and at 5 shots per second the Breaker solves the problem of You Are Going to Have a Bad Time if the 10 Bugs Around You Don't Die in the Next 3 Seconds. No other primary does that. Until you can avoid those situations, the Breaker is The One.

e: Forgot to mention it also moves your aiming reticle/screen during the pump-action, which I find very annoying.

e: VVVVV
Maybe that's a big deal against Bots, but really only Hiveguards have Medium Armor for bugs, and their entire side/backside is exposed and they stop advancing if you shoot at them once. You can also shoot beneath their armor and kill them in 5-6 shots from the front with the Breaker if you have to.
Yeah I feel like getting swamped is part of the tapestry of the game, and is unavoidable to some extent. Those jumping bastards and their bigger Stalker brothers are always going to be rushing you so RoF is definitely an important consideration.

Durzel
Nov 15, 2005


Baby T. Love posted:

Oh boy a third write-up! Once again, Bug-centric info only. The Breaker Incendiary is like a half-damage Breaker with more ammo. It's cone of fire is much larger and the incendiary property of the shot extends out quite a ways, but the fire does little damage and doesn't last long enough to kill Medium bugs. As a Get Out of Jail Free option as described in the Slugger write-up above, the BI is lacking in a key way. Yes, it will delete all those little guys around you and maybe even better than the standard Breaker, but at the cost of significantly lengthening the time it takes to kill the medium bugs, including the front-armored Hiveguard. It is an inferior Reactive Weapon than the Breaker. From what I've heard from first-hand goon experience, the Breaker Incendiary is better used as a specialized Proactive Weapon to fire short-mid range at chaff. If will kill a lot of small enemies with fewer shots than the Breaker, provided they are close enough together. Is that worth not being able to save yourself from the surprise back attack of 5 medium enemies at once? :iiam:

I wish we weren't living in a Breaker Supremacy world (at least for bugs) but every time I take another weapon I wish I took the baseline Breaker instead.
Apropos of nothing but I feel like the Breaker is ok in terms of utility, it just feels like almost everything else is worse. Hopefully that means we see some gentle tweaking upwards of the other stuff, or more specialism, rather than flattening the Breaker.

Durzel
Nov 15, 2005


Wish the game remembered aim modes as well as fire modes. I suck so I need to look down the scope when using the Railgun in unsafe mode, as I can't reliably see the heat buildup otherwise, but I don't bother using the scope on other guns generally.

Also whether it remembers safe or unsafe mode seems to be hit and miss as well, even though I have it set up in the options as "Per Weapon".

Durzel
Nov 15, 2005


XP seems a bit skewed in the game. I can do a Trivial “Brood Commander” or “Illegal Broadcast” in about 3 minutes (record so far is 02:57) including the 2 min pickup time. For that I get circa 240 XP.

Or I could do a Challenging or above, take the better part of the 40 mins to do the multiple objectives, and get like 400 or so.

Only downside I can see - besides boredom - is that you don’t really get many medals. 1 as standard, maybe another if a POI is on the route.

Durzel
Nov 15, 2005


wilderthanmild posted:

How's trying to get in today? Did the new patch help at all?
The new patch upped the retry time on my Helldivers experience from 30 seconds to seemingly a random number between 45 and 55.

That wasn’t in the patch notes. To be honest, that might as well have been all that was in the patch notes.

(the answer is no)

Durzel
Nov 15, 2005


I don’t get the rest mode argument. How are people holding open spots on a dedicated server when their console is off? As far as I know the only networking PS5s do in rest mode are updates and some kind of wake-on-LAN functionality tied to the Remote Play stuff. Any currently running game is put into stasis so they aren’t doing any kind of logic to stay on a server.

As best I can tell when you resume from rest mode you end up in some weird isolated environment where you’re neither connected nor disconnected. I guess it’s possible people putting their consoles in rest mode are therefore “saving a space”, but in my limited experience resuming from rest mode ends up with various things being straight up broken - e.g. social showing no one online, people unable to join your game or you join others, etc.

What would help things immeasurably would be if there was a queue system for logging in. That way if you’re prepared to wait then you can, knowing roughly how long you’re going to have to wait. As it is, with the random retry timer, it feels like a lottery. You could be waiting an hour or more and someone else who just boots the game at the right time gets straight in due to fortuitous timing.

Durzel fucked around with this message at 22:38 on Feb 20, 2024

Durzel
Nov 15, 2005


wilderthanmild posted:

I don't know, personally I don't have a PS5. I just see it being reported that users going into rest mode get right into the game, no queue or anything. For all I know that part is BS.

One explanation could be that the actual queue is artificial and enforced client side so they just skip straight to connection because they already passed that step. In that scenario even if the servers were over the set capacity, they just connect anyway.

Another even stupider explanation would be that they literally hold a spot until their client releases it. In that scenario there would probably still be some kind of TTL set, but probably one that is long enough that a user putting the PS5 on rest, going to work/school/etc wouldn't get disconnected.
Yeah I get the feeling that maybe getting past the title screen and into the game, and subsequently going into rest mode, means that you’re in a sort of privileged position as you’ve got past the arbitrary timer. There’s probably a lot of people doing that, not least of which because that’s pretty much what you do naturally on the PS5 when you’re finished.

The obvious solution is for the game to boot people back to the title screen when they resume. It already says that you’ve lost connection to the network.

Nearly an hour waiting.. the worst thing is that it feels like when this timer is counting down there are slots opening up and being taken. It doesn’t feel like an equitable system at all.

Durzel
Nov 15, 2005


Do people not find that the laser dog aggros poo poo that you would otherwise avoid on higher difficulties? I landed in on a guy already running a Suicide Mission level and it felt like my guard dog was a liability more than a help.

Group of 3 friends tried doing a level 7 mission, focusing on objectives but not being particularly stealthy and pretty much found that we were exhausting all of our ammo in each encounter. It just throws stuff at you at the higher levels, in my experience. Avoiding fights seems like it’s the way to go?

Also - any tips for finding super rares? I’ll be damned if I can find the structure that spawns them. I have no idea of its scale really, but I’m pretty sure I’ve never seen one.

Also the best quality of life thing they could add right now is an actual queue system with feedback, not this lottery login poo poo. If the game tells me I’ve got circa 45 minutes to wait, like a live chat would, and I can rely on that, I can actually go off and do something while I’m waiting. As it is, I have no idea whether I’ll get in after the next 50 second countdown, or have to wait for an hour or more.

Durzel
Nov 15, 2005


Nuebot posted:

You don't unlock railgun until level 20, by hard to challenging difficulty I've had to fight off multiple titans at once and there's just a perpetual three to five chargers around at all times.

Which I guess gets to my biggest complaint with this game. When I first started every problem was "get the autocannon" now it's "get the railgun". Why can't the weapons just not be garbage?
You could make an argument that playing at level 5 or 6 in a game with 9 difficulty levels, when you're under 50% of the level cap, is fighting whilst underlevelled?

Autocannon is very good imo and in some ways better than the Railgun. Granted the latter is more useful at higher difficulty levels because you get that precious backpack slot back, but in terms of raw firepower it owns bones - especially if you have someone to help you load.

Durzel
Nov 15, 2005


Worth noting that if you overcharge the Railgun and blow yourself up, the gun s gone when you redeploy. It’s logical but also means you could be out a support weapon for some time if you’re not careful.

I don’t know if it’s me but I found it a lot harder to kill Chargers and Titans with overcharged Railgun shots. Whereas I seemed to be able to kill Titans in about 4 headshots, now it takes several. Same with Charger head shots.

Durzel
Nov 15, 2005


Potato Salad posted:

Got any advice for safe(r) overcharging? What's the cues we'll be looking for when we finally get to 20?
Personally I find using it in first person easiest. You can see the buildup in third person, but it’s much harder (in my opinion).

There are no audio cues that you’re reaching the threshold. Also, as soon as you hit 100% the gun will explode - killing you - instantaneously, so basically the last second or so of overcharge is your warning. If you do blow up the gun (and yourself) then it won’t exist when you get called down again, which might mean you’re rolling without a support weapon for a bit.

Despite that, unsafe mode is clearly the way to go.

Durzel
Nov 15, 2005


Bought the Slugger, disappointed. Admittedly I am comparing it to the Breaker, but I had assumed it would be better at dealing with medium armoured enemies, but it just isn't, or it doesn't feel like it anyway. So much for it having a hidden "Medium Armor Penetration" trait.

Really hope the devs do a balance pass and bring stuff up to the Breaker, or make it more specialised - e.g. better vs armoured, weaker vs chaff, rather than dragging it down, as I feel like it'll be a chore killing stuff with the amount that gets thrown at you with a Bug Breach or Bot Drop.

CuddleCryptid posted:

The only objective I've had issues with pubbies on is the dish alignment one since you should have someone on the console to tell the dish person when to stop. Usually I do it and direct them like I'm helping them back into a parking space.

"Okay more more more more stopstopstopstopstop"
As said above there is a very distinctive sound when it is in the alignment window. As long as you stop rotating it within a second or so of hearing that, you're good.

Durzel
Nov 15, 2005


CainFortea posted:

Did you try it on bots cause it's far better on bots than it is on bugs.
Bots are what I tried it on :(. ... I think anyway, I'll give it another shot.

Durzel
Nov 15, 2005


Chocobo posted:

The Incendiary Breaker shotgun from the premium warbond seems pretty good.
It's passable, but it's worse than the regular Breaker on anything approaching serious difficulty levels. Incendiary stuff in general sounds great in theory, but given the choice between a Hunter that is still in melee range of you and slowly dying to fire, and one that is dead, which would you choose? The fire tick damage is too inconsequential at higher difficulties, and doesn't appear to debilitate the thing that's on fire in any meaningful way.

The Slack Lagoon posted:

Is smoke useful for anything?
Apparently breaking line of sight, but I struggle to conceive of a situation where you'd use it. Maybe if you're solo and you want to just stealth the extraction? Seems like regular grenades would always be a better option because of the need to blow up depots you might come across, etc.

I've heard people talk of synergy between weapons in terms of what a team brings, but outside of a 4-person crew who are all on mics and of a similar skill level, I don't know how realistic it is to balance the game around that. I also don't think there is necessarily enough depth to the game or how it is played at the higher difficulties to justify primary weapons that have specialist roles. In my experience whenever I've deviated from the Breaker or similar rapid firing thing, I've been swarmed at times whether I've had teammates nearby or not, so I've needed a way to deal with that (SMG does ok, but several Hunters overwhelms it). By the same token I've never once been in a pubbie game where someone has picked up the AC backpack and reloaded someone else, etc.

Durzel
Nov 15, 2005


Someone who is good with the grenade launcher is a very effective team member, particularly with bugs. Being able to close a lair as soon as you arrive, from distance, is definitely valuable.

Durzel
Nov 15, 2005


Anyone main Arc Thrower at the moment? Was watching a stream earlier where a guy had gone off on his own to do objectives on a Helldive team and he was rocking Scorcher (which I haven’t got yet) and Arc Thrower. He seemed to do well with it, even against Chargers. Apparently you can strip the armour off their legs with it but I’ll be damned if I can do so, every shot seems to home in on their head. I’ve tried aiming all over the model with it without success.

I want to have a viable alternative to Railgun on higher difficulties because as effective as it is, it’s getting to be pretty boring at this point. At the same time I don’t want to be a drag on the team in terms of effectiveness….

Durzel
Nov 15, 2005


toasterwarrior posted:

Yeah I played a mission with Meteor Shower, poo poo killed me twice and I'm sure there's no recourse to it because they come fast, there's no indicator of where they land, and if anything I swear they were targeting people directly because both my deaths were dead on.
Hot take:

Dying to your mates flailing around in a panic and accidentally dropping a 500kg on your head = funny and good

Dying to random rear end game mechanics that you can't avoid and you have negligible warning of, just because the conceit of the game is that Helldivers are disposable and players should get used to that = unfunny and annoying

Durzel
Nov 15, 2005


boz posted:

Adding to this

4. After your initial charge, follow up shots don't have to fully charge to fire. (If you stop firing you'll have to fully charge it again to repeat this effect)
Can you explain how this actually works? Arc Thrower is by definition a gun you have to hold down and then release the fire button, so you "stop firing" every time you fire, technically speaking.

Do you mean if you leave too big a gap between the first full charge and subsequent mini (~0.8 sec?) charges then it resets the damage done or something?

This info seems to be completely opaque, it's not remotely clear that this is even a real thing and not an old wifes tale that has just been repeated enough times that people believe it. Unlike the Railgun there's no indication whatsoever of the power of any shot you take.

Durzel
Nov 15, 2005


Chargers are more of a pain to deal with than Bile Titans, which doesn't make a lot of sense to me.

If you have just one Charger you can juke it, assuming you aren't getting endlessly slowed by Hunters and other chaff. Often that isn't the case because Chargers spawn with bug breaches regularly. If you have 2 or more Chargers you're basically probably going to dive into the path of one of them while trying to avoid the other. If you have 3 or more, well, hopefully you have enough stamina to run to the other side of the map I guess?

I would admit that the whole 2-shot leg & unload primary was too formulaic, but people talk about this like it was a trivial thing to do in the heat of the moment. I'd suggest it isn't really, it's rare that it is a mano a mano situation with them.

On the subject of support weapons - should it not be expected that they can, at a push, deal with heavy armour? If not, you're wholly reliant on stratagems that have finite charges and cooldowns, or teammates (with the same problems). I read that the Laser Cannon is better but only has medium armour penetration, so its useless for Chargers & Bile Titans (unlike the Railgun, even now). So why use it?

It seems the devs are intent on making this a game where synergy between your teammates is vital - e.g. one guy brings stuff that deals with chaff, the other focuses on orbitals/heavy stuff, with neither being able to practically deal with the other. That is probably ok for tight teams, but pubbies? Good luck with that. That's not to say that I think people should be able to wander off on their own and take on everything with impunity (which is made worse by the fact that the game doesn't seem to spawn concentrations of enemies in two places on the map at once, so one guy can do objectives in relative peace and quiet) but it needs to be possible to have 2 man fireteams at least, I think.

Durzel fucked around with this message at 19:10 on Mar 6, 2024

Durzel
Nov 15, 2005


Chargers are spawned basically as often as Brood Commanders on the higher difficulties.

Unlike Left 4 Dead that had a "Director" (how dressed up that was is open to debate, but listening to the dev blogs it was designed to give people breathing room at times), this game will just relentlessly throw poo poo at you until you run out of ammo or die. So, you need to always be on the move, except if you get caught in a fight you have innumerable ways of being slowed to a crawl - tiny green bugs, Hunters, even environmental poo poo is everywhere to slow you down, or will just insta-empty your stamina bar. Straight up running away from an overwhelming spawn just isn't possible in some cases.

The notion of weapons that only work effectively with someone else carrying the backpack and reloading you is great as a concept, but in a pubby pick up game? Not sure it works. I think I've only ever seen anyone actually carrying the ammo backpack for someone else once, the rest of the time that person accepts they need to carry the backpack themselves. I think this concept of digging in and fighting off the incoming enemies runs counter to the game logic too, as mentioned above. Very rarely have I been in situations where it's possible to completely stop a multi bug breach situation, because every single bug appears to be able to do calldowns, and will do so seemingly randomly with no hard cap. I've been in games where we've had 4 Chargers and 40+ other stuff rushing us about 30 seconds after we've landed, before anyone has actually got their weapons.

Durzel
Nov 15, 2005


GlyphGryph posted:

Bringing stuff specifically to deal with them should be mandatory. Now, there should be a variety of ways to do that, and I think the game is actually pretty good on that right now (there's 10 different weapons at this point that can reliably take them down, and if they fix the stinger it will be 11, and half of them can do it super quickly, and that's not counting strategems). But having people on your team who bring the right tools of the different jobs and filling different roles you need is, at least for me, literally half the point. Having an innefficient fallback option when you're out of options is fine, and we have that now, but it needs to stay inefficient to make the other stuff valuable.

The problem with the breaker, railgun and shield and why they needed to be nerfed is specifically because they made bringing tailored kit and having team diversity so much less valuable, because that loadout could effectively handle every single thing the game, meaning your heavy weapons or explosives guy essentially had no meaningful role to play on the team because the railgun gun was already doing his job better (and also a bunch of other jobs besides)

I'm not sure of the specifics, but angle of impact seems to matter for deflections. Try to hit them straight on on the flattest part you can see and see if it helps?
Whilst that is all true, is that a realistic conceit for a pubbie pick up game? Maybe if you only ever play with your tacticool mates all of a similar skill level, all on comms, etc. With randos none of whom will say a word, may not even speak or understand your language, aren't inclined to have their experience dictated to them, etc - not so much.

I would also make an argument that if you make killing stuff laboured it makes it less fun, less pick up and play. Having to strategise every encounter might sound great to some people, but I suspect its not the game that people have fallen head over heels for already. It feels like it would be a different, more taxing game entirely.

Durzel fucked around with this message at 19:27 on Mar 6, 2024

Durzel
Nov 15, 2005


Mulva posted:

Yeah the idea of people bitching about the nerfs to their weapons when we are like a few days away from loving vehicles being added is so insane.
Whilst that's true I don't want the game to be balanced around the expectation that everyone will bring at least one mech. That's just creating another meta.

Durzel
Nov 15, 2005


Yessssssss Sickle.

Durzel
Nov 15, 2005


Turin Turambar posted:


Another curious bug. That's me on the water, the water hurt me until the hp you can see, but somehow I'm not totally dead... except part of the game says I'm dead, because I can spectate the other players with the A/D keys. And other parts of the game believe I'm alive, because I can't respawn.

:/
Had the same thing happen to me, in exactly the same circumstances. Had to get a teammate to kill me to be able to do anything.

Durzel
Nov 15, 2005


Sorry if this has been asked before but as of a recent patch I seemed to be being constantly auto switched to grenades, without wanting to be. If I throw a stratagem whilst wielding my primary weapon, I’ll be using grenades afterwards.

It doesn’t happen randomly - I.e. I don’t think it’s a problem with my joypad, it just seems to happen after certain actions.

I’m on PS5 if it matters. Anyone else experiencing this?

Durzel
Nov 15, 2005


Jolo posted:

For me, this was because I had quick grenade mapped to L1/Left Bumper. Before the patch, calling up a strategem from holding L1 would ignore the quick grenade. Now for some dumb reason the quick grenade will also equip your grenade if it's set to this button and you hold the button for stratagems.

I had to swap quick grenade to Long Press R1 and then move the hold R1 chat functions off of that button.

From my memory of before the patch, the quick grenade button wouldn't do anything unless you were aiming. You could tap or hold L1 and nothing would happen. Now tapping your quick grenade button will throw a grenade even without aiming but it has introduced problems of having grenades equipped when you don't intend to.
Ah that’ll be it, thanks. I have Quick Grenade bound to L1, which worked fine (and still does) independently of this bug.

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Durzel
Nov 15, 2005


Your Brain on Hugs posted:

I'm also fully sluggerpilled now, it's so nice to have a brood commander charging at you and give it one shot that sends it reeling back. Great for chainsaw boys as well. You can even one shot devastators if you hit them in the head. I can't wait to try out the plasma shotgun, I'm hoping it'll be great for bugs.

Also hoping they don't fix supercredit farming on trivial missions. If they're gonna release a thousand cred warbond every month, it's nice to have the option to spend a bit of tedium farming rather than the cash. I'm sure with the success of the game they'll have enough whales to subsidize the rest of us.
Do you rate it over the Scorcher? That replaced the Breaker for me, but if I get swarmed I either have to break out the secondary or blow myself up, which I have done on multiple occasions.

Also found out yesterday that there is a cap on medals of 250. Why? Who knows, but that's what it is. I was saving up in preparation for the new Warbond, but I guess that's as far as I can go. :smith:

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