u/WaywardOath

People misunderstand the Reprimand—and SMGs—in this game
🔥 Hot ▲ 167 r/Helldivers

People misunderstand the Reprimand—and SMGs—in this game

If you peruse here, both with another SMG on the horizon and looking back to talks with the Stoker, you will see a common echo between the weapons: Worries or complaints that it might be two-handed, and a common hate for the Reprimand being a Two-Handed SMG.

Now don't get me wrong, I am a Ballistic Shield Enjoyer, and usually delegate myself to carrying SSSDs in the lobbies I join. I understand the pain of having a huge roster of weapons that are incompatible with those two things. However, that's not what I wanted to talk about. What I wanted to discuss was a misunderstanding I've seen echoed, best explained by the common sentiment that 'the Reprimand being Two-Handed destroys its identity as an SMG'. This I believe is a misunderstanding of an SMGs role in this game—or any game, for that matter.

Generally SMGs share a sort of balance-relation with their siblings, the Assault Rifles. For game balance to work out well usually, there is a common rule at play. Assault Rifles are the 'jack of all trades' weapon, with other weapons being balanced around them. SMGs in that relationship are a stronger version of the AR, but only in a limited range. Past that range, the AR outperforms. To that extent, the Reprimand fits the bill perfectly. It is best characterized as being comparable to the Adjudicator (or Liberator Penetrator), and oh boy look at those damage differences. The Reprimand has a per-bullet advantage over the Adjudicator by 47 percent! At close ranges, this means the Reprimand can one-shot a Beserker to the head, 2 shot them to the belly, and also kill important enemies like Devastators in one shot to the head, whereas the Adjudicator will require a second shot. THIS is what makes the Reprimand an SMG.

I'm not going to argue about the specific numbers of the Reprimand's Drag factor—which, to the uninitiated, is what makes it lose damage over range—but overall I see a misunderstanding that SMGs HAVE to be one-handed. This is as far from the truth as possible. Their identity is similar to a shotgun, but with less burst damage and stagger, and instead having more versatility in that smaller effective range. Overall, I think the game needs more one-handed weapons in the game. I do not think the Reprimand however needs to be one of those weapons, and I don't think people should be as quick to worry that a new SMG won't be One-Handed, when that isn't their primary defining trait in the game.

TL;DR: SMGs are designed to do better at close ranges than ARs, not exactly to be one-handed exclusively.

u/WaywardOath — 3 hours ago
🔥 Hot ▲ 1.4k r/HelldiversUnfiltered+1 crossposts

Behold the dumbest Stratagem I could come up with: The Mobile Missile

So first off: Normally I like to keep it to one suggestion post a day tops since I'm not a big fan of flooding subs. Problem is, I have more than a week's worth of concepts built up, so you get a double feature today.

With that being said, let me introduce to you The Mobile Missile!

This is remarkably straightforward. It's a singular Spear Rocket mounted to a backpack instead of a Support weapon. Pressing the backpack button once will set the missile to arm-mode, where you will get the lock-on HUD. Pressing the backpack button again when a valid target has been locked onto will launch the missile! This can have 1 missile loaded at a time, but resupplying will give you a new missile (I'm not sure about normal ammo pickups, but they alternatively could provide the missile as well).

Yes, if you're a fan of it, it's Boba Fett's missile backpack. The idea is too tantalizing to pass up.

As always, I'd love to hear your feedback!

u/WaywardOath — 1 day ago
🔥 Hot ▲ 929 r/HelldiversUnfiltered+1 crossposts

New Sentry Proposal: Airburst Mortar Sentry

All the LARPing that I normally do at the beginning of these posts aside, let me get something out of the way. Yes, I know this thing would be the Teamkiller 80,000. Yes, I know it wouldn't be for everyone. Yes. I still want it.

To make it clear, this wouldn't be like the Airburst Rocket Launcher. Functionally this would basically be a mortar-shotgun, firing a significantly smaller version of the Orbital Airburst Strike. This would go up like a normal shot, and airburst a set distance from the ground, carpeting the area it hit in chip damage!

As always, I'd love to hear your feedback!

u/WaywardOath — 1 day ago
🔥 Hot ▲ 2.6k r/HelldiversUnfiltered+1 crossposts

Would you want a Shotgun Stratagem in any form? If so, what would you want it to operate like?

Good ol' actual discussion with the Discussion tag time! Shotguns as a Stratagem! Are we a fan of an idea like this? Would you use one if it was added to the game? And if so, here's some questions for you to consider.

You don't have to answer any of these, but for the sake of promoting discussion I'll leave some starter questions I've asked myself:

  • What type of Stratagem would it be? (e.g. Emplacement, Support Weapon, Sentry)
  • What type of armor penetration would you want it to have?
  • How would it play and function?
  • Would it have ammo types? (e.g. Exploding, Incendiary, Slug, etc)
  • Where would you see yourself using it?
u/WaywardOath — 3 days ago
🔥 Hot ▲ 363 r/HelldiversUnfiltered+1 crossposts

The fact that we don't have a Super Earth variant of the G-11 yet is frankly criminal

This is literally the perfect tee-up: a cult-classic gun with unique firing modes that absolutely just screams Warbond weapon. It's got it all. Single shot, a 3 round burst with a fire rate of 2100 RPM (for you fans of it, that's 40% faster than the Maxigun fires), and a full auto mode.

Give it to us Acquisitions Officer, you know you want to.

u/WaywardOath — 3 days ago
🔥 Hot ▲ 180 r/HelldiversUnfiltered+1 crossposts

Railgun Tunneling Guide — Harvesters

I am a huge fan of the Railgun, and through my posting of it have received many comments asking how I'm killing certain enemies so quickly with it. The Harvester was by far the one that seemed to bring about the most confusion, so I figured I'd make a post explaining my method to help spread freedom!

If there's other enemies you'd like specific information about, let me know and I might make a more detailed guide for them, too!

u/WaywardOath — 3 days ago

New Grenade and Armor Passive Proposal: Healing Impact and Triage Armor Passive

Greetings Helldivers! I come to you again with another suggestion! Often the issue I see with Med/Stim suggestions is that they just, don't feel like something most people would ever bring, and don't really fit into the vibe of the game. So, here is my take on what new Med equipment could look like!

First we have the PermaCura PC-911! This is an impact grenade that functionally operates like a Stim. However, this does not need to directly impact with someone to apply the effect! When thrown, it creates a 10m 'explosion', which will immediately stim anything within its radius. At first I figured this would be identical to a stim-pistol shot, but for 1/4 of your grenades, it felt fitting to get buffed up to being a regular stim effect.

And for the Armor Passive, we have Triage! Triage has the +2 stims of Medkit, but instead of a longer stim duration, it includes a new passive ability: Automatic Stim use on 50% or lower Health. This is pretty straightforward. Ever get sent flying by a Devastator missile, ragdoll down a hill, and then die before you can even get up because of an MG Raider spraying you down? No more! This passive effectively prevents those deaths from 1-2 punches since the effect is immediate—that means no delay for your diver to jab themselves in the neck, just immediate injection of Democracy and undisclosed medicinal ingredients.

As always, I would love to hear your feedback! I do take all of it into consideration.

u/WaywardOath — 4 days ago

New Grenade and Armor Passive Proposal: Healing Impact and Triage Armor Passive

Greetings Helldivers! u/pato1t had a lovely post earlier today which reminded me to actually post some ideas I've had for medical-themed equipment in-game. Often the issue I see with Med/Stim suggestions is that they just, don't feel like something most people would ever bring, and don't really fit into the vibe of the game. So, here is my take on what new Med equipment could look like!

First we have the PermaCura PC-911! This is an impact grenade that functionally operates like a Stim. However, this does not need to directly impact with someone to apply the effect! When thrown, it creates a 10m 'explosion', which will immediately stim anything within its radius. At first I figured this would be identical to a stim-pistol shot, but for 1/4 of your grenades, it felt fitting to get buffed up to being a regular stim effect.

And for the Armor Passive, we have Triage! Triage has the +2 stims of Medkit, but instead of a longer stim duration, it includes a new passive ability: Automatic Stim use on 50% or lower Health. This is pretty straightforward. Ever get sent flying by a Devastator missile, ragdoll down a hill, and then die before you can even get up because of an MG Raider spraying you down? No more! This passive effectively prevents those deaths from 1-2 punches since the effect is immediate—that means no delay for your diver to jab themselves in the neck, just immediate injection of Democracy and undisclosed medicinal ingredients.

As always, I would love to hear your feedback! I do take all of it into consideration.

u/WaywardOath — 4 days ago