Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Quasar is super cool because I can shoot hitscan rockets with no care in the world, the anticipation before the release hypes up the boom and not having deployment time means I can get shooting immediately.
It's also incredibly satisfying to shoot an incoming charger at the very last moment and dodge away, gives me the Last Action Hero vibes (tho I did explode myself as well once, still worth it).
Both are functional and I'd never go on a 7+ without one, but with EAT I feel like I need a proper support weapon (which would probably be Arc Thrower), with Quasar I don't. As of now I'm running Scythe primary with Quasar, Rover, E-Airstrike and Railcannon on every misson and I feel super effective.
For bots, quasar perform better,but you get diminish return when there are more than 2 quasar users on the same. You also still need your teammate to cover you or those devastator would delete you before you even take the shot.
Dont even need to die a lot. One single death can put you in this situation. Even the best players will die eventually. Especially if you like poking the bear and sticking around instead of full stealth and run.
A lot of animations are weird. When you throw a grenade, you cannot switch weapons until the entire animation is finished, which often leads to chucking multiple grenades instead of swapping to your primary immediately.
Even with the delay, EAT still fires faster than QC, and can fire multiple shots faster.
Overall, EAT is better in more situations and builds. QC has its own perks though, which is why i run it specifically with my build since its my consistent way to take out bug holes and fabricators as my grenades are stun grenades and i can only drop so many 500 KGs.
Also speaking of ragdoll and grenades: I was yesterday old when I learned if you dive off a high point and toss an impact at just the right (or wrong I guess) angle you can collide with your own impact before it even leaves your hand. Great design.
Player base issue and why successful marketing isn't always a good thing tbqh with you
Kinda like how Squad's ruined by the people who watched Shroud take marksman kit then never actually helped his team do literally anything at all when he played Squad.
You're on drugs or something? What are you even talking about?
You theorizing, I tell you how it is.
Same as with recoilless. If you take it, don't expect someone to run and help ammo feed you. These things don't work like this in random matches. Hell, I can't even get cover to snipe flyers nest when asked. Everyone just doing whatever they want and dying to flyers instead.
Which is why team reload should literally just go off of the user's backpack instead of making the reloadee need the backpack but yeah lets just pretend it's not a team based game
You also missed the people they partnered with for the twitch drop apparently lmao.
That's how it should work. I agree. The extra backpack should only be for extra ammo your teammate could use. But anyone should be able to feed you ammo via your own backpack.
Devs may try to make it team game, but that's not how reality works.
Everyone has their own stuff to do, launching airstrikes, killing other targets or using their own support weapons.
Why should I drop my own stuff and sit like a rock feeding someone rocket ammo?
Why not instead use my own arc thrower to kill armored bugs? Armored spewers. It shreds things. Heck, I can even kill chargers and titans with it too, tho not that efficiently, but why would I care. I'm having fun and I know I wouldn't be having fun being ammo boy.
Like in any other game, it's all for themselves and nobody will change it.
Devs should realize it, and make team-playing less cumbersome like with your suggested backpack alt. function to feed rockets via any backpack.
200 hours into a game, I NEVER seen anyone feeding ammo to recoilless.
Everyone picks their own stuff, don't expect them dropping and baby sitting you BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE BECAUSE...
...IT IS NOT FUN!
What's more fun? Sitting behind watching others kill stuff or do it yourself?
It's just silly design and silly expectations for such a game.
Feeding ammo is too passive. We play Helldivers to blow stuff.
You really need to push the interactions and synergies among players if you want success with a coop game.
L4D did it by forcing inescapable situations making you need the help of others for instance.
I think HD2 uses friendly fire to achieve this. The vast, vast majority of interactions between players will be about getting hurt, avoid getting hurt and avoid hurting others.
"combo weapons" like the assisted reload could be another significant pull towards interaction but they need to be encouraged rather than encumbered, just like you both said.