PSA: you can throw explosive barrels into gateways to destroy them.
Just keep in mind it can be a little inconsistent. Also it must be a hell of a surprise for anyone on the other side.
Just keep in mind it can be a little inconsistent. Also it must be a hell of a surprise for anyone on the other side.
The tanks need divine intervention because they are actually useless.
Missions go a little too smoothly and I think we should have something that shakes thing up a bit. DRG is a good example of this.
Around the 20 minute mark (or on super helldive 30 and 10 minute mark) on a mission a random event happens. Something simple like the missions enemy spawns change (say from war striders to tanks) or more complex like subfactions will spawn from reinforcements for a bit or a surprise blitz reinforce where the enemies quickly deploy, bugs can use meteors/spores, bots have drop pods and squids teleport.
You could even throw in random weather events that shouldn't really be on the planet meteors, tornados and acid rain. A planet at constant war isn't going to have the healthiest environment.
It could be a good spike in difficulty and make missions seem less repetitive. Also, something doesn't always have to happen for random events it can just be nothing. Smaller missions won't have random events but defence missions can with them appearing as special waves. And this are only my ideas I'm sure AH could come up with some better ones.
For context that needoll finished off a tetroise me and my friend where going to catch.
Yeah, so he had to die.
This was my first time trying the new spear rework.
Embark how tf did you make it so ass?
Agitators were a good addition helldivers. It doesn't rush you down mindlessly it stays back and shoots you from behind cover. You have to sort of wild west gunfight them and it's pretty fun. It would be nice to see more smarter enemies.
Allowing troopers to use cover (crouch behind walls and lean around corners, simple stuff) would be nice and wouldn't make them too hard. It would make them stand out more compared to devastators and hulks.
Overseers could be interesting but I could see it going wrong horribly considering how annoying they can be. Personally I think illuminate needs a big rework because other than appropriators, they are pretty unpopular. And constantly being harassed by voteless while trying to gun fight a squid would be annoying.
It wouldn't make too much sense for the bugs to be using cover. Maybe more stealthy bugs or stalker variants (predator strain doesn't count)
Nothing special just an explosive resistant wall. You can hold up to 4 in your throwable slot but can't be resupplied unless one is destroyed. You can get charges back by dismantling them. Heavies can bash through them but is protected against light-mediun enemies.
You could even put a window in them to look through. Combined with the shovel you can make actual long term fortifications without having to rely on shields. It would also make mortar a lot more desirable option.
It wouldn't be the most OP thing in the world but I'm sure you could have some fun with it.
edit: not the GL battlement, the wall on that thing is useless. seriously I have seen like 1 guy bring it on defence mission. why bring GL wall when you could bring BFGL with shield grenade?
I knew we should have came up with name right away.
Presentation is everything. "Oh don't worry we will come up with a name later" now it's just called A.S.S! What are they going to call the next version? A.S.S. 2 electric boogaloo?
Supermassive planetary assault platform was the working name I said we should stick with that it's short and snappy. not A.S.S. or star of tyranny. it just sounds better! we tried calling it the cyberstar but everyone got confused with cyberstan. Supermassive planetary siege station was considered but rejected because the acronym sounds like an organic releasing waste fluid.
Also the guy who came up with the name for the war strider wanted to name it Space Gun.
Other than the health drop and the new turret weakpoints, the changes were fine. The rail gun should kill just about everything considering it has almost a 3 minute cool down.
But some of the changes just kinda defeats the point of the enemy. It has a gimmick where it is incredibly resistant to support weapons and stratagems but can be killed quickly with basically anything if you get under it.
Essentially it's a choice. Kill it the the hard but quick way or the easy but slow way. But now you can just shoot off the turrets with a recoilless or spear and kill it. Like you do to basically every heavy in the entire game.
The change just completely removed the gimmick of the enemy for no reason.
they were arrested by the rusty cage police.
I had taken 2 legs off and not seen a single raider. Also that was my only Betty :(
I was playing when the update came out and added them, i just kinda assumed they were just a way to rearrange the classes and nothing more. Been playing fed reavers which have been fun (pistoleers are great) but cant really figure out what these guys are for.
not very good at dealing with crowds ironclad does it better, isn't very bulky (iron golem are better at the job), cant flank well (mounted heroes, pistoleers, mounted levies or just erasing the problem with a fuck load of guns).
Seriously can anyone tell me what these guys are for? other units in the class like wyverns and some elementals are just flankers. whats the difference between reg fighters and magic fighters other than having melee mage?
Noticed we only had human or human-adjacent heads for the ES. It would nice to be able to have an insect head to match the bug cosmetics or just other race heads as well.
Remove them from spawning as a side objective and just keep them on heavy bases and fortresses. They were actually pretty challenging on Cyberstan. It will also free up space for more deadlier side objects like jammer, mortar and detector.
Title says it all.
If your having a bad run just go place mines around high traffic areas in Stella Montis. I might put them all on one door. I'm might bring door blockers and barricades and create a gauntlet of death. Talk with a buddy while waiting for people to walk into them.
No kills no problem. Just pack everything up and either extract or just find another location.
Give it a try. Best with friends.
Their are androids on spaceport and Stella Montis so the humans that left earth absolutely took some with them. What's stopping them from just giving them a gun?
Seriously an ARC that can open doors would probably be the death of most raiders. Having them patrolling alongside a bastion or called in by a snitch could be interesting. They could travel in squads of four and armed with assault rifles and heavy fuze grenades. The head is their weakpoint while their torso is the toughest part. Break the legs to force them to crawl, shoot the arms to disable their attacks.
You could have an alternate variant with full heavy armour, shotguns and gas grenades.
I didn't really know what to put for flair so have this.
The way the enemy accuracy works is just straight up gambling and that's a horrible way to do it. Adding spread to enemy attacks is fine and allows for making the game more realistic, but this is ridiculous. They either hit nothing or they will laser you in utter seconds, combined with a lot of the enemies in hd2 having near silent movement (apparently this is due to poor sound mixing, but i haven't heard any footstep sfx from troopers, devastators, overseers and a lot of the bugs). So most of the time the ranged enemies will be missing everything, but sometimes without warning you can just instantly die without warning because some random raider snuck behind you and rolled nat 20.
so here's my idea: have it work a little like darktide.
If you don't know, in dark tide whenever a enemy does a ranged attack, the end of the barrel of the gun flashes kinda like the cannon tower. Make the enemies more accurate (but keep the random spread, just make them accurate enough to consistently hit you). but the enemies attack from longer distances and have a warning flash. Enemies that fire more bullets in a burst like the MG raider have a slightly longer windup to compensate for the more damage they deal.
It puts more control in your hands and rewards a quick and deadly aim, but punishes not using cover or having slow reaction speed. making the single shot enemies (like cannon troopers and staff overseers) should just be way more accurate.
The gunships on the bot front are pretty meh and most of the AT stuff you bring can kill them with relative ease. Mechs, laser, rocket, AC sentries, recoilless, basically any support weapons. And since the war strider constellation needs something else to spawn alongside them. Why not more flyers? Gunships aren't that threatening and look really goofy (flying cuetip lookin mf). Also AH should turn off the gunships search light when they are aggroed it's very annoying having that bright light in your face.
Heavy armour flyers with light armour weakpoints. And only explosive weapons like rockets and bombs.