Can any Medic-Divers relate?
▲ 1.9k r/Helldivers+1 crossposts

Can any Medic-Divers relate?

I haven’t used a different secondary in months. I don’t even look at my secondary slot when picking a loadout. I am cursed to permanently use the Stim Pistol, otherwise everyone else will suffer greatly.

u/pipe_mcfitter — 4 hours ago
▲ 281 r/WholesomeHelldivers+1 crossposts

A way to improve this mission type

Make the extraction shuttle take longer to arrive like it does in a regular mission… BUT have the enemies continue to spawn until Pelican-1 arrives.

It’s always been strange to me that Pelican-1 can zip down to the extraction site immediately on these missions but takes a couple minutes on ordinary missions.

It’s also strange to me that the enemies just… give up? once the mission is over. They don’t do this on any other mission type, aside from Elimination missions (maybe apply this change to those ones too).

This change would make these missions more believable in-universe and would make them more engaging, which is something I believe they could really use.

Imagine completing the mission, but now the base is getting overrun with enemies and you need to have a final firefight before Pelican-1 swoops down and saves you just in time.
It’s not about protecting the two generators in the back anymore. It’s about survival!

TL;DR
Keep the enemies spawning until the extraction shuttle arrives. Add the regular extraction timer to these missions, as well.

u/pipe_mcfitter — 2 days ago
▲ 1.4k r/Helldivers

Why isn’t recoil used as a balance lever more often?

With the constant back and forth of weapon balance that goes on with this game and the hair-splitting over damage numbers and breakpoints, I’ve always wondered why almost every gun in the game hardly has any recoil.

Couldn’t weapons like the Coyote be nerfed with higher recoil rather than a sweeping change to the fire status?

Using recoil as a balance lever would make gunfights more interesting and create more rewarding skill-expression for players who learn to control the recoil.

It would also help thematically to sell the power of the weapon. The Adjudicator is a good example of this, being one of the first medium-penetration assault/marksman rifles in our arsenal and it was released with high recoil to reflect this.

More recoil would also help to make weapon attachments slightly more meaningful, which they could really use, because currently they often feel like nothing more than an Ergonomics tax.

I’m not advocating for higher recoil for all weapons. I just think next time a weapon is over-performing, rather than nerfing its damage, status effects or ammo supply, why not just make it kick like a mule to reflect how powerful it is?

u/pipe_mcfitter — 10 days ago

Watching the guy who insisted on being the last one into the Pelican getting ragdolled by enemies and his own barrage

u/pipe_mcfitter — 27 days ago

Who asked for the Enemy Surge Modifiers to be changed?

All I’ve ever seen from the community is that they love Enemy Surges and want to see more of them.

I was personally pretty underwhelmed by the Hulk Surge; it was hardly any different from regular missions and really made the Surge Modifier feel less special.

What pushed Arrowhead to make the Surges so much less significant?

I’m genuinely curious if there are a lot of players who didn’t enjoy the Surges we’ve gotten previously and enjoy the reduced effect of Surge Modifiers now?

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u/pipe_mcfitter — 29 days ago

We are likely going to get a new Warbond announced before the last Warbond has been fixed

It has been almost 6 weeks since the Lumberer was added with a very obvious and gameplay-affecting bug to its Flamer arm.
Assuming the next Warbond is announced at the usual cadence, we will end up getting the next piece of paid content before a significant bug with the previous paid content has even been resolved.

The recent announcements and communication from Arrowhead have been great, but if we really get another Warbond before fixing the previous one…

For me personally, this would demonstrate the issues I’ve had with how the game has been handled for a long time now.
Escalation of Freedom, Into the Unjust, Cyberstan… All these updates suffered because content came before fixes and polish.

Arrowhead cooks up some awesome content, but it is constantly hampered by compounding bugs and seemingly a lack of basic QA.
Exo Experts is a cool Warbond and I don’t doubt the next Warbond will be neat, too.

I also wouldn’t be surprised if it introduced another bug or two, as well, like with Exo Experts.

Again, content comes faster than fixes to said content and eventually these issues compound into a crappy user experience.

Please don’t fall into this trap again, Arrowhead.

u/pipe_mcfitter — 30 days ago
▲ 2.6k r/Helldivers

Different types of Ships

I’m seeing a lot of speculation on different types of ships. The ideas that others have are awesome and I hope we get the coolest possible version of this new feature.

Just making this post to make people consider the very real possibility that these different types of ships will likely just be Super Destroyers with different guns and equipment attached to their exteriors and maybe parts of the interior.

I’m not saying this is a bad thing, either. I think Super Destroyers variants sound awesome. I just want people to keep in mind that the most minimal outcome is the likeliest.

u/pipe_mcfitter — 1 month ago

[PS4/PC] [~2014] Low-poly 3rd-Person Dungeon Exploration

I wish I could give a better description. The issue is, I only ever saw a trailer for this game.

The art-style was reminiscent of Journey; sort of low-poly with a cell-shaded look. Naturally, the colors weren’t as vibrant as Journey, because the game seemed to take place primarily in dungeons, however the player-character and enemies were more brightly colored and contrasted heavily against the muted environment.

I recall the gameplay being 3rd person melee combat against groups of enemies. It took place mainly in cavernous dungeons with the actual levels being made up of walkways and bridges (think Mines of Moria from LOTR).

I recall the player-character being humanoid, but having any skin/facial features always fully covered by whatever outfit/armor they were wearing.

From the trailer, it seemed you would earn new weapons and armor to use, maybe as loot from enemies or for exploring the levels.

I want to say I saw the trailer during a 2010’s-era E3, but I can’t be sure. I’m also not positive whether the game was exclusive to a console platform or if it was available on multiple platforms (I put PS4/PC in the title, because I think these are the two most likely possibilities).

I’m fairly certain the game was made by an indie studio, mainly due to the style and scope of the game and the fact that I can’t find it now.

This is pretty much all I can remember about it, unfortunately. Thanks to anyone who may have some guesses as to what I’m thinking of.

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u/pipe_mcfitter — 1 month ago