Timing of my movement sucks

It's very inconsistent. Feet move before I punch or after. I am also a terrible dancer for the same reason. I am suspected for ADHD that may be a factor or my old lifestyle, childhood without any sports.

Has anyone fixed similar problems?

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u/Icy-Meal6704 — 23 hours ago

On illuminate give AR-61 Tenderizer a try.

Its very high damage, accuracy and ergonomy and its drawback of light pen doesn't matter here. If you don't mind low ammo economy this deletes every illuminate in seconds.

u/Icy-Meal6704 — 1 day ago

Roleplay is cool again!

I can't believe how the seaf addition makes the game feel like war again! Makes me feel like a cadet again dropping into malevelon creek not to play but help a larger war effort! The new passive makes the people consider more underused support weapons because of the reload speed. People actually use cars and support weapons. Theres random player teamplay again in every game! I am so hyped.

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u/Icy-Meal6704 — 3 days ago
▲ 87 r/hammer

I hate people who map for fun

Who else out here maps for misery

Someone posts a freaking beautiful hammer creation and does nothing with it. Doesn't make a map out of it. Doesn't publish a prefab. It probably stays on their disc until a system purge. I cannot fathom this. I reuse everything I do and publish it so someone else can finish/enjoy it.

Just fuckin post a prefab on game banana and see your creation be on a video or in a source mod some day

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u/Icy-Meal6704 — 9 days ago

Is the approach to weapons in this game the best one yet?

As someone who likes game design I wonder does anyone have any gripes with this game's approach to weapon customization and weapon types?

- Attachment choices are immersive but arcade
- Every attachment (except maybe laser) changes the niche of a weapon
- Every weapon seems to have its equal place (until very hard diff)

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u/Icy-Meal6704 — 9 days ago

Melisa (Automatons) is very fun and hard now. Here's what is helping me personally.

  1. Stealth for voxes and out of sheer amount of reinforcements.. smoke eagles and stealth armors.
  2. Spear/middle pistol and resupply. Easy way to kill two guns on a vox and gunships and far heavy kills for your team as long as you have ammo. I like to do that with the supply frv on a very long range.
  3. Cluster eagle for clearing trees (enemy concealment) and the many cyborg patrols on a fast cooldown. Also quickly weakens every reinforced base from light units.
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u/Icy-Meal6704 — 15 days ago
▲ 37 r/HelldiversMasochists+1 crossposts

Thermites and Ultimatum are fine on their own. The supply pack is the problem.

I really think that both Ultimatum and Thermites are well designed and balanced weapons on their own. The thermite is a pure anti-tank tool that needs to be aimed and that leaves the enemy free to attack for 10 seconds, which can be a very long time. It's limited to 3 grenades only unless you choose a grenade armour perk, and it doesn't have true AoE so you can't even get some 2 for 1 like with the Giganade or Dynamite.

The Ultimatum is very ammo-constrained, it's hard to aim and -while the AoE is fairly generous on chaff- it requires you to be very accurate on tank+ enemies. It's a high-skill weapon.

Enter the Supply Pack (and lately the Supply FRV). It's no secret that this thing is the best support backpack by a long margin. It allows the user to completely ignore the entire resource management and team-share aspect of the game, and for our two subjects here it allows to ignore their main limitation, ammo constraints. If it was just a grenade pack that only refills grenades, or an ammo pack that only refills ammo that would be completely fine, but with the Supply Pack you are not just ignoring the ammo constraints for both at the same time, you are getting nigh-infinite healing and stamina too.

I think that the Supply Pack in its current state is the worst offender of all when it comes to weapon balance because it allows you to ignore the weapon downside while also making you pretty much unkillable and unstoppable. Honestly I think it should work like the Stim Pistol, no self-use. You should support your team with it.

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u/Icy-Meal6704 — 17 days ago

Duel etiquette

If we have two breakthrough mechs and no enemies it's perfectly reasonable to invite the other mech to a duel with shields. Same if both sides have melee weapons. And if you agree to a duel please let's lose like sportsman but jump around like caveman screaming if you win.

Please and thank you.

Edit: also if you have breaching hammers but only after first you performed the alpha male ritual the frantic hammering and screaming until a challenger of your male status appears.

Edit 2: we should popularize jousting with frv's and flags. It certainly happens too rarely for the fun it is.

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u/Icy-Meal6704 — 18 days ago

How do you think the bacteria could kill humans.

We're yet to know the official version. What's your own idea of how and why would the bacteria kill a human. Because it doesn't seem to have a mouth and its shapes vary like clay figures.

I think it grabs a person to spread its bacteria to grow and live on. Probably by hugging them close as they rot away maybe in its layer.

Edit: looking at the comments I think the easiest option (in the moment for the bacteria) is the most likely..

Bacteria is heavy, It is fast but clumsy hitting furniture and walls on its way. Probably kills a person with brute force for it to spread since the same bacteria is inside bodies ready to spread after death. But since it grabbed one of the protagonists Kane it is possible that bacteria evolves some fingers or grabbing capabilities. Possibly in the future it's going to be way less clumsy.

u/Icy-Meal6704 — 26 days ago

Repost: Less toxic but harder game.

I was asked to repost this on Monday like it's supposed to be. In case someone didn't get to add to this discussion there you go.

Please don't suggest ''ignoring casual players on dif 10' or to 'telling half the fan base to find another game' those aren't solutions unless you want to see the game burn.

My favorite changes for the 'selectable hardcore difficulty modifiers' suggested before in the comments:

- make it exactly like 10diff (enemy density and base types) but debuff the player's closer to the old

- Add modifiers that make things more difficult in exchange for increasing squad impact on the galactic war

- violently debuff resupply (especially since correctly using Frv makes it so trivial)

- make reinforcements so they are NOT shared. Forcing individuals to stick together and use defensive tools.

- mixing enemy variants would spawn also the hardest variants, we shouldn't have to wait to play against the hardest variants if we want them. Mixing them is just interesting.

(for all difficulties)

- enemy that forces staying together. Something that is best at targeting a single teammate who can be helped only by others. Like other games.

- mix faction variants. An aware hardcore player would not have a problem with recognizing a type by its paint job and behavior.

The point: How can devs add hardcore difficulties without alienating the casual community?

I see that people like dif 10 as hard as it is now. I however often miss the challenge of the teeth scratching high difficulty. Its because if you have any sign of a proper team you will clear the map in no time.

I think the problem is that not every helldivers fan likes this gameplay which is fine. But some (like me) miss it very much. But I'm pretty sure if devs add diff 11 the same players will feel like they are missing the content by not playing it. Leading it to be nerfed like 10.

My idea is this: An optional hardcore mode affecting gameplay.

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u/Icy-Meal6704 — 1 month ago

Less toxic but harder game.

The point: How can devs add hardcore difficulties without alienating the casual community?

I see that people like dif 10 as hard as it is now. I however often miss the challenge of the teeth scratching high difficulty. Its because if you have any sign of a proper team you will clear the map in no time.

I think the problem is that not every helldivers fan likes this gameplay which is fine. But some (like me) miss it very much. But I'm pretty sure if devs add diff 11 the same players will feel like they are missing the content by not playing it. Leading it to be nerfed like 10.

My idea is this: An optional hardcore mode affecting gameplay.

  1. Secondary difficulty system other than the one we have now. Have it decrease our ammo and pretty much everything to the old state. Same missions and enemies just debuff the players.
  2. Lets say that these missions are in atmosphere of poor logistics and not a lot of breathable oxygen :D
  3. It should be accesible in an alternative way. My most radical idea is that to access it you need to type down the reinforce combination in half a second xD Literally would be only for the tryhards.
  4. As a reward it might only add an extra point to taking of a planet. Maybe because finishing a mission in this poorer condition moves the front faster.

EDIT: stop suggesting ''ignore casual players on dif 10' or to 'tell half the fan base to find another game' those aren't solutions unless you want to see the game burn.

My favorite changes for the 'selectable hardcore difficulty modifiers' suggested by the comments:

  • make it exactly like 10diff (enemy density and base types) but debuff the player's closer to the old

  • Add modifiers that make things more difficult in exchange for increasing squad impact on the galactic war

  • violently debuff resupply (especially since correctly using Frv makes it so trivial)

  • make reinforcements so they are NOT shared. Forcing individuals to stick together and use defensive tools.

  • mixing enemy variants would spawn also the hardest variants, we shouldn't have to wait to play against the hardest variants if we want them. Mixing them is just interesting.

(for all difficulties)

  • enemy that forces staying together. Something that is best at targeting a single teammate who can be helped only by others. Like other games.
  • mix faction variants. An aware hardcore player would not have a problem with recognizing a type by its paint job and behavior.
reddit.com
u/Icy-Meal6704 — 1 month ago

How would you expand on Trepang 2 formula.

In potential Trepang 3. I think another cycle way back or further in the future would be grand on top of a new story.

  1. New abilities: Like parkour (double jump?), wall running
  2. More viable stealth and non gun gameplay.
  3. Even more niche weapon attachments (like taser, dragon's breath)
  4. More than color awards for completion.

If there's another game I wish it would stay the same just expand with more content. I would even be happy with re-releasing the current missions on top of that. Just with new challenges. I want to squeeze the content out of this to have 250 hours. I fucking love this gameplay!

EDIT: my favorite ideas from comments

  1. Choosing up to 3 granades, selection wheel that slows down time
  2. rogue like mode, throwing weapons at enemies

Lets see more!

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u/Icy-Meal6704 — 1 month ago

Mural. Less obvious meanings.

Let break down what I think the mural shares with us about the backrooms. I definitely need help decoding the pictures marked by "?".

I personally think the order of pictures is random so I numered them also randomly. There are more incoherent ramblings (like the freaking blue crosses or a bleeding eye) Which I skipped as well as the elements that are obvious for everybody. I don't know what numbers mean.

  1. Red sun above houses 1,2,3..

Colors have their meanings Red is change, Blue is safety (in repeating patterns, the big theme of the movie). I don't know what yellow could mean. This particular sun is shining above the backrooms (not our sun) the houses are iteration of the same house so this might reference the same thing as the unchanging symbols of a sun that are all over the series. Its shining for some kind of change (about which there are more signs)

EDIT: I just remembered that often outside areas in the backrooms (red city, red houses) are in red light..

?2. Im not sure what that is. My best guess its a crying angry eye looking through a window? or an opening (small one like those that are often in the series). Is it just clark's reaction to this safety that backrooms brought to him?

  1. Big theme in the movie is getting lost in patterns so here you have a looping path that is obviously though the backrooms because it is square (not sphere).

?4. Crosses are not obvious at all. I think to know what they mean we need more information.

  1. Blue power icon as well as the thoughts about it being magical. "Here and now is a two way street" References the power being in the backrooms. Its flowing from the real world and also into the real world. Which would have some bad implications (see picture 8)

  2. This is the crazy clark. He was in the backrooms when the layout changed which might be a big reason for him to go crazy so fast. He suggests here that he created backrooms (he's an architect) and "signed the plans" but changes are not his entirely. He might have some truth in that as backrooms is ever changing and people's minds may influance those changes. Handwriting looks like his but it doesnt have to reference the mural. It might reference his own signing like an architect would sign his creation. I think the clark we see doesn't recognize himself or his creation for some reason. (layout change changed the clark we see later in the movie). "Here" is the backrooms and "now" is standard from which clark comes from. Influence of backrooms and standard being two way is a big theme of the mural.

  3. "tables don't bleed blood" with an arrow pointing to still lifes fused with the floor (similar to those we see by the christmass tree). Here clark is theorizing what they are. He isn't certain when are they furniture (what he calls them in the diner scene) and when are they living beings. This is a dilema he skips when talking about them to the therapist but Kane would like us to think about it.

  4. Eye looking though an obvious lamp. Backrooms seems like a living being to clark and he thinks that lamps (or energy powering them) are the eyes of this being. This has powerfull implications since the power takes a big part in backrooms scanning reality. If backrooms is living it actively sees standard through its power. Remember that those are thoughts of a mad man so they don't need to be facts in lore.

  5. Trone and a pillow on which the pirate is sitting on. Trone has a lot of purposeful detail. It seems like its growing from something that looks like veins (or the blood of people around?) See that at least one of those veins looks like DNA. This structure is growing upwards and at its core is layed out with yellow (Idk what yellow means). The pillow being blue is again signifying confort, safety in this color. As well as the wind below his feet which just looks comfy.

  6. Droplets of blood? I think clark considers the violence to be necessary for change. But why are the droplets half black? My guess is that this is suggesting a change in the clark's biology.

  7. CAPITOL is where clark's shop is and arrows point down and down. This is just about the backrooms.

  8. The legs ripped from peple who seem to very smoothly transition into birds. I think they are people killed by the pirate (or just ripped to pieces by any thing in the backrooms). Birds suggest freedom (that is why they often die in the backrooms as a suggestion to trapped characters). Clark here suggests there is freedom in whatever backrooms does to a person.

  9. This is clark in his new house (inside the backrooms). Idk what mouths mean. Him being ostracized for choosing to live there? Idk. But on top of his safety there is a city being actively build (unfinished buildings and a crane). I think this is not a city in standard, this is whatever the backrooms is building.

  10. "The fire that "connected?" your birth. I think this references pirate clark's birth's in connection to whatever the backrooms is building.

?15. This is about a sun. The waves are either radio waves or something from physics. I don't know shit about physics but the series seem very interested in it and also in the sun. I think the never changing sun symbol, the red sun, physics of the sun. I think this entire thing references the backrooms striving to build something bigger. Referenced by a city, growing upwards and a red sun glowing on all this. Whatever backrooms is striving to build is almost metaphysical like our sun which in our human perception might as well be god.

If you got here thank you for listening to my adhd fueled ramblings. I would love to hear your opinions.

u/Icy-Meal6704 — 2 months ago