Image 1 — Retractable turret platform progress
Image 2 — Retractable turret platform progress
Image 3 — Retractable turret platform progress
Image 4 — Retractable turret platform progress

Retractable turret platform progress

After continuing work on the exterior details for the a Juggernaut before attempting to design the interior once I've figured out how much empty space will remain after all of the gadgets that come to mind as the ship is built, the next showcase is ready.

Another retractable platform which takes advantage of the unified grid system to be invisible when closed and able to be minimally deployed to have single-block gun ports as well as a full-platform open view when needed.

Given that we only have Gatlings as far as turrets go, they are sitting in place of artillery-style turrets, which hopefully will be added at some point. Currently only the top and the back of the rear citadel is complete, as far as a retractable platform goes. I plan to build the port and starboard sides next, as mitigating the limited firing angle of these platforms will be an ongoing task.

u/SIinkerdeer — 1 day ago

Lord Clang has been tamed

There is no limit to the satisfaction I feel from this being possible, may Clang blesseth the Unified Grid System

u/SIinkerdeer — 3 days ago

The mostly complete exterior profile of the Juggernaut in SE2

Completed another chunk of progress on the SE2 build of the Tri'al Juggernaught

The exterior armor modules will await the arrival of Merge blocks before I'll attempt to build those, so after finalizing the exterior profile, I'll be focusing on the interior structure.

Once decoy blocks arrive, those will be integrated beneath the raised rib sections and the dark triangle sections. And further, once we can build custom turrets, those will be integrated on the sides and the tops alongside artillery turrets once we get those too.

u/SIinkerdeer — 4 days ago
▲ 66 r/HelldiversSalt+1 crossposts

This developer has no idea how to communicate with players. You had to login (not actually play any missions) to get access to the Supply FRV. That is not participation. That is FOMO and Metric Farming.

u/SIinkerdeer — 6 days ago

Survival Moon Crawler

A Survival Moon Crawler I built in SE1 a while ago. Never shared it beyond the workshop post, put quite some thought into its design, intended to be suitable for a starter survival vehicle for single or multiplayer for up to 3 players.

Pasted from the workshop description -

1 - Fully functional ramp with a button outside and inside, removing the need to open the ramp via the control panel.

2 - The ramp switches off when closed, using braking torque to remain closed.
It also will open to whatever height the terrain is at, being fully functional in a no-jetpack playthrough.

3 - Roof door that also has a button, allowing for quick exits without needing to use the ramp if wanted.

4 - Carefully configured suspension optimised for Moon gravity, you will need to strengthen it for higher G's

5 - Medium cargo container attached to a connector, allowing the transfer and storage of items requiring large conveyers

6 - Survival Kit (which is required for a starting vehicle) allowing respawn and resupplying your suit.

7 - Sufficent lighting in the cabin for night-time and searchlights pointed forward for driving.

8 - Oxygen Generator and a Hydrogen Engine, alongside (I think) 6 small batteries

9 - Antenna, a remote control block, and a forward facing camera. Allowing remote control

10 - And last, but not least. An autocannon turret mounted at the back.
Designed to fend off wolves, spiders and other players

It is not modifiable with drills, the limited conveyer system connecting the generator, engine, turret and connector is all in the back of the rover. You would have to rip the vehicle open to be able to modify it to be a mining rover. You would be better off building a mining rover once you've used the Survival Kit to get enough resources from Stone to be able to build one.

u/SIinkerdeer — 7 days ago

The completed Deployable Bridge

After many hours of work in between my jobs, and nearly 2 weeks since finishing the proof of concept, the deployable bridge of the SE2 version of the Tri'al Juggernaught is complete

It's going to take months to finish the ship at this rate, but I've waited years for SE2. So if it takes that long to finish this beauty, enjoying the awesomeness of the unified grid system along the way, so be it

The interior is far from finished. But I'm awaiting future updates before tackling that part.

u/SIinkerdeer — 8 days ago

Mindless masses should only be large amounts of voteless, flesh mobs, and the occasional overseer.

The only time I really struggle on this subfaction is when I'm alone, or with maybe one other diver. Having a full team of four simply means we can split up and complete the map without much of an issue, and it always leaves the trigger finger wanting for more.

Arrowhead, you need to remove harvesters, up the spawn rate of voteless and flesh mobs, and leave the occasional overseer there.

Until then, playing that subfaction simply is a snooze fest, and it's genuinely making me consider playing solo, because that's the only time it gives the rush that this game is known for.

If you wanted me to give specific numbers, I'd say ratio-wise there should be 50 voteless for every 10 flesh mobs and every 2 overseers.

reddit.com
u/SIinkerdeer — 11 days ago

Purge the Xenos of Alaraph

I think command underestimated our proficiency for zombie slaughter lol

u/SIinkerdeer — 12 days ago

Well, 7 weeks is better than never I suppose..

It is crazy to me it took 50 days for them to fix something major in a paid war bond.

u/SIinkerdeer — 20 days ago

This patch is promising. Here are some of the most noteworthy changes.

The flamer of the turret and the exosuit minimum range has been finally fixed.

Giga grenade resupply amount went from 1 to 2.

Turrets have had their HP doubled.

FRV Bastion, and Exo suits all have either adjusted armor values or HP to make them tougher. (The poor Gator forgotten once again.)

Orbital railgun and orbital precision strikes have been improved, with the precision strike having both higher projectile and higher explosive damage, which from the patch video looks like they'll be a lot more consistent at killing heavy enemies.

Quite a number of grenades have had their capacity increased, including dynamite, which was the one I felt didn't really need it, but hey, being able to carry four instead of three is always nice.

The Eagle 110mm rocket pods have been improved, although this one I've never even used once because of how obviously lacklustre it was. So people will have to report on how much of an improvement that is.

Vox engine spawns have been capped at three at any one time. Their overall health pool has been reduced from 11K to 9K, which also allows the orbital railgun strike to kill them in one hit every time. Their cannons have been reduced from 8,000 to 3,500 health, armor reduced by 1, and they now do damage to the main health pool when destroyed. If you destroy both of them, the Vox engine itself will be destroyed.

Also, the Vox engine's ability to block the grenade port has been removed. Their upper body can now turn only 140 degrees instead of 180.

Chargers instantly turning around after stopping charging has been fixed. They're also slightly easier to dodge, but their charge speed is slightly faster as they commit to it more earlier on.

The sterilizer is 60% less affected by wind, and you have more starting magazines with a higher ammo count in each canister. (I was disappointed to see that they didn't implement lingering clouds.)

Elevated overseers now look like they won't be able to lock in and delete you in a single burst as often, as they are less accurate against moving targets once they start firing their burst.

Alpha commanders are no longer cowards and will attack you and spawn enemies without trying to run away.

Trying to stim is no longer interrupted by stagger, and you can now reload whilst diving. I'm a tad disappointed that they haven't fixed melee attacks being interrupted by stagger yet. But with these changes to stagger when trying to stim, and now we can reload whilst diving, I have a feeling that one was simply an oversight rather than intentionally not changing it. We'll see.

It looks like they've also attempted to address enemies phasing through rocks and building rubble that they shouldn't be able to. We'll see how the reports are on that one.

Passing through bushes will no longer interrupt sprinting.

‐------------

That's all I could see was worth mentioning individually in a discussion thread.

Nothing about invisible corpses so far, which is one of my biggest gripes.

In short, there are quite a few steps in the right direction here, but more is needed.

reddit.com
u/SIinkerdeer — 20 days ago

The one thing that stops me from buying this game is the fact trolling is still apparently a huge issue

I played it a bit back when it was free, and the thing that ruined it was the inability to trust any public lobby.

reddit.com
u/SIinkerdeer — 20 days ago

Deployable Bridge - my first major use of the unified grid system

Today I started constructing the Tri'al Juggernaught in SE2 (A capital-class fortress ship I built in SE1)

This is also the first time I'm getting stuck into SE2 and the unified grid system changes everything. This bridge would not have been possible (or way harder) to build like this in the first game, and there is no way the gaps could have been made so tight the bridge looks like a truly integrated component of the ship itself.

I am very happy with this, as it solves the problem of not having a bridge with a clear view that doesn't use third person or cameras, whilst sticking to the heavily armoured philosophy of the ship.

This is the bare bones of the bridge structure design for now, I'm sure in future once I've completed more of the rest of the ship and more blocks are available, I'll be putting screens and a better floor.

Anyway, wanted to share this with how well it's turned out.

For those curious, this is the completed SE1 version - (Link)

u/SIinkerdeer — 21 days ago

Narrowhead and Ruining Fun - At it again

I reinstalled the game purely to try out the Hulk surge again, because it was so fun on Lesath. Surprise, surprise, it was a diet surge, with warstriders sprinkled in like hairs in soup.

another video where OhDough says it perfectly. If only they listened to the man.

youtube.com
u/SIinkerdeer — 29 days ago