Nerf gun templates

Welcome to r/Nerf!

2009.05.26 20:24 longbow7 Welcome to r/Nerf!

Welcome, Foam Warriors! This is a place for all things foam-blasting! Nerf brand blasters, alternative-brands, modifications, community made designs, competitive wars, Humans vs. Zombies, Water Blasters, and much more! Please see dedicated airsoft and gelsoft subs for those topics.
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2015.07.10 14:44 homemade weapons

for homemade weapons
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2020.01.15 21:59 LukeBlockwalker69 Cursedgunimages

NO PHOTOSHOP OR AIRSOFT. READ THE RULES BEFORE YOU POST. This sub is for images including guns that have something wrong with them. This can be purposeful or not. Please no more random photoshop, videogame/fiction, or gunmaker app abominations. Random stuff on a gun does not = cursed. NO AIRSOFT, toys, Nerf, etc. Please read and follow the rules.
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2024.05.14 21:51 BiosTheo All the Guns in this game are Trash

Is what we need to say! We need to modify our language so the automaton fun patrol balance team stops kicking us in the balls "balancing" the weapons by nerfing them into the ground tuning them so they're unfun "fair" to use in a PVE game.
If you like a gun: "Its Trash!"
If its a good gun: "Wtf is this garbage?"
If its OP: "This is literally the worst gun you've ever made. What is this garbage? I only use it to meme! Everyone's just a bunch a memers using it!"
If its the most fun you've had using a gun: "Buff this garbage! What is this? Its so trash all my friends use it as a challenge run!"
submitted by BiosTheo to Helldivers [link] [comments]


2024.05.14 21:47 MordorBurns Things that were irreversibly lost with the 3.23.

Things that were irreversibly lost with the 3.23.
While 3.23 is certainly a major stepping stone in SC's development and lots of flight model's additions are highly welcome - thruster ramp up that helps to mitigate pip wiggle scripting, tri-chording crutch was also nerfed and so on - unfortunately some things with Master Modes are fundamentally flawed:
  1. HOTAS/HOSAS setup is no longer a match for HOSAM users due to removal of auto-gimbals.
Instead of balancing things out and adding server checks for auto-gimbals' position to avoid cheating, they simply removed them completely which gives tremendous advantage to mouse players due to its naturally being a much more precise tool by design.
Why?
Because Squadron42 is targeted for a much more casual audience and joysticks are a rarity among that demographic.
  1. Magical 30G of a spacebrake - NAV->SCM switch (second image).
No more need to watch and control your ship's speed - just boost, hit NAV mode limit, close on your target until 1-2 km away and switch to SCM, then engage a spacebrake.
Very immersive and totally not game breaking at all.
Who needs retroburns and applying your skill to actually pilot your ship anyway?
Instead of completely breaking and destroying any sense of logic by splitting low-speed flying into two discrete separate modes why not just remove NAV mode at all?
Slowboating 300 km to a Lorville crash site (last phase of OD) is a time wasting thingy, be it at 200 or at 1000 m/s.
Especially when QT rework/boost/whatever is just around the corner.
Yet, Squadrons42's arcadey flight model has an upper hand in PU.
  1. PU is becoming a griefers paradise (third picture), simply because it's not even remotely possible to escape a stealth Hornet Ghost flying at maximum NAV speed which needs only 2-3 seconds to stop right beside a happily mining prospector and shred it to pieces with guns or send some missiles its way while the prospector is helplessly trying to flee, unable to use CM while in NAV.
F8C can detect a Ghost in a NAV mode from about 6.9 km away with it's S2 radar, so it takes just a few seconds of closing in and engaging a Magical 30G Spacebrake to stop just a few hundreds meters away from a target.
And, no, escort won't help, just like a long term rep and other not-yet-implemented gameplay mechanics.
Since all of them are able to be avoided/mitigated by meta-gaming, speaking about some dedicated 3k griefers org for example whose rite of passage for new members was pad-ramming PO back in the day.
They are still around and kicking, although their members are having all kinds of difficulties with SC lately, from not being able to process payments with RSI to connectivity issues 😆😆😆
  1. And the thing that saddens me the most is that, according to Yogi Klatt, they were simply ordered to port SQ42's flight model over to PU without even having the time to adapt it:
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/request-for-yogi-can-you-make-a-video-to-show-us-w/6818844
Yet now it's clear to everyone that NAV mode is a step in wrong direction that makes flying and combat completely unnatural, illogical and overall more arcadey, oversimplified experience.
https://www.reddit.com/starcitizen/s/Zw5WU3DCaj
All the while pledge income in sinking, CIG have made $25 millions so far which wouldn't be able to cover their OPEX.
There is certainly still a window of opportunity to rethink priorities or, at least, not to force us to play in Star Citizen by Squadron 42 rules, yet the time is short.
submitted by MordorBurns to starcitizen [link] [comments]


2024.05.14 21:47 CapnKrieg Hey Arrowhead can I suggest a Major Order?

I haven't seen evidence that AH is actually on this subreddit but I'm going to shout into the void regardless.
The Major Order I suggest I like to call "Operation See What Sticks"
Its a 6 part order that involves giving you guys a break from burnout.
Part 1: Revert all equipment nerfs. Yes all of them from the Railgun to the recent Eruptor debaucle. Do not touch a single existing buff, i dont care how OP this will make equipment.
Part 2: The Orders: Kill 1 trillion enemies. Ends in 7 days. Anything. Bots, bugs, civilians that got in your way (they're traitors for getting between your bullets and the enemy) The Reward: 100 medals During this make every mission available. Even the Termicide and Helms Deep missions.
Part 3 and the most important part: During the order give your studio a fucking break. No one on the clock for 7 days. Have server maintenance and Joel on call or something for emergencies.
Part 4: Look at the game statistics between the week and previous weeks. Player count, guns used, stratagems launched. All of it.
Part 5 and second most important: Launch a survey asking questions about the entire game. "What guns do you think need a buff/debuff?" "What armor modifiers do you want to see?" "What is your favorite thing about Super Earth?" "What mission is your favorite to play?"
Part 6: Read the surveys and plan your updates around what your currently rabid community is asking for. Nerf and buff weapons after the major order accordingly.
submitted by CapnKrieg to Helldivers [link] [comments]


2024.05.14 21:42 Arts96 Tyranid Kill Team Custom update: Invasion Fleet

Tyranid Kill Team Custom update: Invasion Fleet
Hey there, this is my first post here. I started in Warhammer beacuse of the nids, and it's a shame we haven't gotten a proper bespoke team (they even gave GSC 2 so far).
I do think the current team isn't bad, but I think if they did something White-Dwarf-like, they'd need to update some models and rules. I made a modification to the current compendium team so it feels more playable and it also includes some of the new options for the faction. Hope you like it and would appreaciate a lot your feedback so I could re-adjust this idea:
INVASION FLEET KILL TEAM
I do think the fire teams mechanic works well with tyranids, since they don't usually go fewer individual operatives, but groups of similar models, so i kept those. I do think, however, that the swarm team needs a little buff, so they get 2 extra operatives. Also added Barbgaunts as 2-model cost operatives that can be added to the swarm, and simplified the genestalers to the current models (only 1 weapon profile).
https://preview.redd.it/rkh6lx2vwf0d1.png?width=683&format=png&auto=webp&s=eb23c70b0125166b983fcc48a1056c8435026299
https://preview.redd.it/gdybgksywf0d1.png?width=684&format=png&auto=webp&s=507a2bc3595c09d394145bc1dfa92f4bb2c14dfd
The new weapon profiles for the termagants bring variety to the team, you can get max 1 of each, which can be helpful depending on the situation.
The Synapse ability seems ok as it is right now, no need to change it.
Ploys:
Strategic ploy to upgrade the hit output of the warriors a little bit.
Adaptable predator to gain extra mobility for the team, either falling back or getting some hyper-agressive plays to charge backrow threats.
Tac ops:
Secondary missions are essential depending on your playstyle. I added 3 simple ones that either go with the infiltration or S&D archetypes. Seems kinda fun to try and get the 3rd one:
Tyranid attack as a high-risk gamble seems fun to play, a little redundant with other secondaries tho.
Equipment:
The only big difference here are the Flesh Hooks, wanted to make them more similar to the 40k equipment, so it's a nice mobility option added instead of the previous 3"range weapon.
https://preview.redd.it/1xh99zu40g0d1.png?width=678&format=png&auto=webp&s=3d0cf4b7d457a5002a366ba1dbce656479e182fa
Datacards:
These ones were where I had the most fun, added some new options for the faction that should blend in well with the current conpedium team:
Simplified the weapon options for genestealers, since they no longer come with talons in the new boxes. Still kept their abilities as they are pretty good as they are now.
Warriors are kept as they are, as they get overall a better performance via the new ploys. Didn't want to reduce the special rules you get from different weapons even if the 10th edition data is overly simplified.
You can get the new winged prime as an option for leading the team. The winged version has the ability to fly and to get an extra hit post-mortem, adapted from the 40k ability. You get to do some serious damage on melee even if you get killed. And both primes are still considered warriors, so they are affected by the Aggression Imperative Ploy.
Termagants get their new weapon options from 10th edition, and their devourer is nerfed considerably so they no longer count as two selections. Hormagaunts get some of their 10th edition mobility via bounding leap, which allows for charging over long distances. Barbgaunts (although I did consider not adding them as they are really fat models) get to be in the swarm as a support gunner that can reduce mobility of 1 operative hit by their gun.
Overall, this custom team tries to make the team more flexible, and makes the often overlooked swarm fire team a viable option. As stated before, feedback would be appreciated. If you get to try this team, let me now how your game went. :)
PDF Download here: https://www.mediafire.com/file/olxkguujdxqatjx/Invasion_Fleet_Kill_Team_V1.03.pdf/file
submitted by Arts96 to killteam [link] [comments]


2024.05.14 21:32 lawshadowz To Arrowhead regarding the upcomming UPDATE

Hi all,
As we all know a lot of backlash has happened on the wave of unwanted NERFS on weapons taking the fun away that made this game fun at launch. I hope you don't only focus on the Polar Warbond Assault riffles only...
There are older Warbonds that DEF need tweaking with their weapons.
What is it with Anti Material Rifle and the newly Heavy Machine Gun with a pay attention here "A BIPOD" that makes absolutely no sense since it does NOTHING! In real war a belt fed machine gun with a BIPOD will DECREASE its recoil by about 90% i played simulator war games and Arma 3 comes pretty close. Without BIPOD the recoil is INSANE. But while being proned + BIPOD there is hardly any recoil felt and thus makes the heavy macnine gun very accurate even at 500m! Right now the BIPOD is just for fantasy show it SHOULD HAVE A FUNCTION! I think this PASSIVE buff to the heavy machine gun will be loved by the community!
On the Anti Material Rifle when proned the BIPOD should cause ZERO SWAY like ZERO increasing its accuracy by a noticeable amount! That to would be very nice addition.
Maybe a slight buff on the "Jetpack" compare it to other backpacks those have far more utility ie guard dog killing enemies or shield backpack etc etc. I feel like the cooldown on the Jetpack is TO MUCH i would say a 10 sec cooldown is good enough instead of the 20 sec. Also give it a slight higher jump ie from 5 meter max i think to 6 or 7 meter would be nice. Or....give it a couple of seconds of "Hover" with the ability to AIM with weapons/grenades call ins! This would be so much fun!
Improve VAULTING this one is frustrating!
Tone down the rag dolling by a lot nothing fun about this aspect at all...
Improve reload right now it''s weird many adressed this already.
And more versatility in planets maybe fighting in cities or even INSIDE a GIGANTIC indoor base (this can be an issue with call ins...?) And tone down the fog/mist pls...
I know this game can be fun but reason people leaving is its getting boring AND certain loadouts that people have FUN with are being nerfed! Take into account these people who PUT time and effort to get to know their weapon ins and outs and then realize it was a waste of time...Some people prefer one weapon let them have that joy.
The game has so many nice stuff it reminds me a bit of Mass Effect 3 coop what a NICE NICE game that was for years and years! Consider the community feedback what they want. No one is asking to tone down difficulty challenge but do give option and tools to deal with the treaths!
As you already planned: Customazition on weapons ie different scopes or mag size or barrels, silencers, different type of ammo size and properties ie armor piercing rounds or explosive rounds (can be bought with either medals or something else...?) custom colors on armor or complete different bonus on armor sets like for an sniper ie maybe a cloak? etc etc...This would make the game way more fun because NOW people can min/max or make their dream build!!...Specifically for their setup/loadout now that would be COOL!! And do get rid of certain people who only want to make the game UNFUN within AH! Not gonna name name(s) but i think you know who the community is talking about!
submitted by lawshadowz to Helldivers [link] [comments]


2024.05.14 21:23 Gambit-Accepted Wehr Battlegroup And DLC Ideas

Wehr Battlegroup And DLC Ideas
Continuing this series on Battlegroup ideas, today is Wehr. Here are my DAK Ideas. To reiterate, I wanted to make these ideas thematic, different from existing battlegroups, unique and mostly historically accurate. Here I use the units that are already in the game files and propose how they could be implemented in an interesting way. Relic seem to have developed several bunker types which they intend to use, so when designing my battlegroups, I did it in a way where these bunker types were used but didn’t make the battlegroup Italian Coastal 2.0, rather fed into a larger idea. I introduce and expand a number of mechanics I have discussed in my other threads:
https://preview.redd.it/5pxs8daqzf0d1.png?width=1281&format=png&auto=webp&s=62517c6b48c79fe9ea3cdf8a8794e81cb8fd7ecb
Central Idea: All in prevention, counter attack. Your opponent would have a hard time overwhelming you in one all in push. The left side of the tree consists of mostly callins and quick dispatch units for handling flanks quickly, the right side is more logistics themed with multiple reactionary abilities.
BMW R75: Not a lot to say here, similar to the DAK bike except with an MG 42. It could be made to have no reverse, like the Coh1 bike, that was a fun mechanic.
4-Man Pios: Again, self-explanatory.
Sd. Kfz. 251 Variants: This gives you access to other 251 variants, either by upgrading the 251 directly or by calling them in. I’ve chosen these 2 versions that I feel open up a lot more strategies, Mortar HT and Luft tier would be quite good, that tier lacks indirect. Pakwagen Panzer Gren tier would also be strong, as that tier lacks mobile AT. The ATHT would have the same AT performance as the Marder, but would have less HP and no lockdown ability.
Panzer III H: As a unit to add to Wehr’s roster, this makes a lot of sense on many levels. In terms of performance, this would be closer to the Crusader medium tank. In terms of the timing, it would arrive at the same time as the Stug and the Wirbel, but unlike both of those specialists, this would be a generalist for that timing.
Temporary Armour Assignment: This is exactly like the mechanic I described in my DAK designs. How it works is that this munitions only ability is used and a Stug, P4 pair arrive from off map. Neither unit requires fuel, manpower, upkeep or population. They benefit from all the upgrades that affect the normal version, ie vet and armoured skirts. You have direct control over them but after a set period of time, they will turn to AI control and leave. This makes them really good as a reactionary ability (your opponent is doing an all in) or as your own all-in, especially if you’re already maxed out on population. You’re especially incentivised to make risky plays with them as armour preservation is not so important. The number of use cases for this ability are so numerous that I won’t explain it anymore, it should be obvious how strong this is. I think to balance this out, it needs a heavy munitions cost and a long recharge timer.
AI Temporary Elephant Assignment: One of the questions I’ve been asking myself since Coh3 came out is how do you add heavy tanks to the game in such a way that it’s not frustrating to play against and doesn’t break it. Given that the game is set so much earlier in the war and a number of the factions don’t have ready access to tank destroyers like the SU-85 and the Jackson, you can’t simply throw in the Elephant and hope for the best. To be completely explicit, I don’t see how the US with their current roster are expected to deal with a Coh2 style heavy tank destroyer. However, in Halo Wars 2 Blitz game mode, how it works is that you can call in a Scarab and its an incredibly strong unit but after a certain period of time, it spontaneously explodes and the game returns to normal. Why wouldn’t something similar work for Coh3? The risk reward calculus of using it would be; can you get enough damage done in the period available to justify the expenditure? There are a few ways that this could be implemented, you could, for instance, give the player direct control over the Elephant but I’m in favour of doing this slightly differently. Like the Infantry Assault ability for the US Advanced Infantry Doc, I think this should be AI controlled, should be on attack move and should be targeted on a position. After the timer, the unit would drive off map. This way you get the power fantasy of using a heavy tank without the game breaking potential of a heavy tank camping for the entire game between 2 VPs and zoning out all tanks. The reason I prefer this method of implementation is 2 fold; the first is that counterplay is much simpler, you just avoid the area and wait for it to time out. The second is that it has that appeal of being somewhat like a mini campaign mission within the game, you have to defend the tank with your forces as it advances. Your opponent would be easily able to flank it if its on it’s own, but when you support it yourself its more potent. The one exception to this AI control that perhaps should be considered is allowing the player to control the tageting directly, You wouldn’t want the Elephant to shoot at some random infantry while your opponent moves double Archers into position. In terms of relative strength of the abilty, I think if it was implemented in this fashion, the Elephant ability wouldn’t be that strong. I feel direct control over a P4 and a Stug is much stronger than an AI controlled Elephant. To me this is the best way of getting heavy tanks into the game.
Logistics Field Officer: The right side of the tree very much has a logistics theme to it, starting with the officer. The Resource Priority ability works well with a variety of units, one could see this being handy in a situation where you want to increase the ROF of an MG, Mortar or Pak being extremely useful. Situations where you want to increase the ROF on a tank to help it win the engagement would also be strong. Speeding up the recharge on a Nebelwerfer would also be a common use. Source Replacements I could also see being a heavily used ability, either on the field or in base. Finally, given this battlegroup is munitions intensive, the Supervise Resource Extraction ability will allow you to increase your income like a cache does. You could even have some rush strat builds involving the officer, but unlike caches and trucks, the unit can be repurposed to do other things afterwards.
Panzerschreck Trailer: This is another type of trailer unit. I’ve talked about trailer units a few times in my other posts, but here is the rundown: My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case recharges nearby snares faster. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for a fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will recharge nearby snares faster, however squads can also collect a Panzerschrek from the trailer for a munitions cost. This Panzerschrek is timed, so after a duration the squad will drop it. This is going to really strong in situations where your opponent is doing an all in dive with light vehicles and/or tanks and you need to bolster your AT immediately to hold on. Picking up these Panzerschreks is not cheap, but it makes it much harder for your opponent to dive you and also allows you to go for low AT builds with this trailer as the backup. The way I see this until being used is wheeling it behind a hedge or building near your cutoff and running over to grab a Panzerschrek if its needed. Let’s say your opponent does a double M8 dive, your 2 Grens and a Panzergren pick up 3 schreks between them and your opponent is basically able to do nothing but wait for them to time out. This could buy you enough time to reach T4 or whatever else you were doing. It’s a tool that adds a lot of flexibility to your composition, but remember if you get forced off, your opponent can just steal it and then its your problem!
Weapon Stores: This gives your pios the ability to build Riegel mines but also Weapon Supply Bunkers. Now, the bunker has a straight forward aura that increases ROF of infantry and their grenade recharge times, but it also has another more expansive mechanic of temporary weapon upgrades. I’ve talked about this mechanic at great length in my Luftwaffe Field Division faction design, where the faction essentially revolves around that mechanic, but here I use a simplified version for a Wehr battlegroup. The TLDR is that infantry squads can pick up weapon packages from the bunker to either augment their current DPS or completely change the role of the squad for a short period. For instance, Jagers can pick up Beretta 38s to transform the squad from a mostly mid range unit, to a short range one. Grens can pick up G43s to improve their mid to long range performance and Pios can pick up an MG34. All the options are avialable to you. However, the upgrades are not timed, but depletable. This means that if the squad is not in combat, the upgrade duration doesn’t tick. You have to be in combat to expend the upgrade. The situations where something like this would come in useful are numerous, but to name a few; giving all your grens weapons at any point in the game, augmenting your jagers with MG34s, giving Stosstruppen Berettas so they become a close range powerhouse, or even double MGs. Relative to normal weapon upgrades, these upgrades are inefficient, but for rush strats they can be strong, as well as augmenting your units in the lategame with the extra munitions you have in the bank.
HE Shell Delivery: Improves the splash and anti infantry power of all your vehicles at the cost of penetration. This could be somewhat tricky to use, as your opponent will become aware of its activation immediately and will come in with their vehicles. But situations where your opponent has dug in with ATGs and AT infantry, this ability will be devastating.
https://preview.redd.it/n3ou7kaxzf0d1.png?width=1208&format=png&auto=webp&s=5bc267deaae4b64ba1bb97c294b92a5056835443
Central Idea: Team weapon play, heavy fire power and artillery. Good for just battering your opponents head on.
SD-2 Line Drop: This is similar to the equivalent ability in Coh1, however the big difference is that you can customise the area where the mines will fall. For instance, you could do a relatively small field on a VP for 50 munitions, or you could do a large line of mines to completely block off a flank with mines. This flexibility allows you to employ the ability in a number of situations and adds some nuance to its employment. It terms of how this would work in game, I feel click and drag would be sufficient, the munitions cost being visible on the cursor. In the context of this battlegroup, it can block off the flanks of your team weapons.
Pre-Sighted Terrain: This feeds into that team weapon focused gameplay, having extra range on your Paks and MGs in an area is going to be really strong. You could even use it with Mortars and Nebels for an extra long range barrage.
7.5cm Flak 264/3(i) AA/AT: The Flak 264/3 is an Italian medium AA piece that fits into what I will refer to as the ‘premium anti tank gun’ category. Similar to how the MG42 and DSKH were premium MGs, this ATG will be better than your standard ATG, at a higher price point. On the scale of ATGs, this will lie between the Pak 40 and the Flak 36 in terms of raw firepower. The damage should be exactly as the Pak 40, however it should also benefit from 10 more range and also the ability to shoot down air. The drawback however is that it should be relatively slow to move, like a Pak 40 in camoflage mode. For small adjustments, this should be fine, but to move it across the map, it would be easier with a tow vehicle. This means there are tradeoffs with this option relative to the Pak 40, the situations where the Flak 264/3 would be better is when you don’t want to invest in a wirbel but still want AA on demand when you need it (2 of these should take down planes pretty quickly), or situations where you’re camping 2 VPs and don’t expect to have to move around much, allowing you to utilise the greater range. Paks are going to be better when you need to move around a lot and expect your opponent to invest in indirect fire.
Flakvierling 38: This gun is exactly as on the Wirbelwind, except it’s a team weapon. Relative to the Flak 30, this would have the advantage of suppression and probably better anti infantry performance. Perhaps starting with the same stats as the DAK Flak halftrack and going from there would be a good place to start.
28cm K5(E) Barrage: Heavy railway barrage, not much to say here.
7.5 cm IG 37: This is essentially work like the LeIG for DAK, it’s a later version of the same concept. Wehr don’t have anything like the Heavy Mortar equivalent and this would be it. This would be handy if you wanted to go Luft tier or tier 4 without having to tech to get Nebels.
Springer Remote Controlled Bombs: Conceptually, this is identical to the Goliath remote controlled bombs, except these bombs are twice the size and are significantly more dangerous as a result. For me, one distinction that could be made would be dialling up their effectiveness against your opponent’s base structures. One thing I feel Coh lacks are tools for crippling your opponent’s tech. Kane’s wrath has a plethora of units and abilities for exactly this purpose and their employment is great to use and even more exciting to watch. So the Spinger should be able to knock out 75% of the health of a base tier structure. So conceivably, you could get a 251, drive it over to or into the base, deploy a Springer and blow it up next to T4, finish it off with Paks or Stugs. This will reinforce that whole dimension of the game, camping on 2 VPs will be much easier to punish.
Sd.Ah. 57 Munitions Trailer: Another style of trailer, as discussed above. Here it would be used directly with team weapons to increase their ROF. It can also be used with indirect, so Rocket artillery would recharge faster. I feel the situations where this would be useful are fairly obvious but one extra way of making it interesting would be if it had an AOE explosion on death. So your opponent would be incentivised to move in with vehicles and target it down. They could also just steal it for themselves.
Wurfrahmen 40 UE (f): Standard rocket artillery. One question I would expect a Wehraboo to ask is ‘why this and not the Panzerwerfer?’. The way I see it, this only has 4 rockets, so its damage per barrage is less. This leaves scope to make the barrage recharge time shorter, meaning you need to micro it more, but also, its less of a wipe machine or do nothing unit. You can also give it a lower price and require less population. Looking at the Walking Stuka in Coh2, that unit either killed everything or missed and was largely a waste of resources and popcap. If you can have the same unit, but with less alpha damage, at a cheaper price and popcap, it should be more consistent over the course of a match. It would also be easier to fit into your composition and would see greater use as a result. This essentially is why I picked this unit. That and because its new and different.
AI Double Wespe Temp. Assignment: Like the Elephant assignment above, this is where double Wespe artillery pieces come onto the field and are controlled by the AI. They attack move to the target, shelling your opponent’s units within range. This ability should be much easier to employ, as they barrage from long range, but also they should be easier to counter (you can just dive them). Since we’re not using new vehicle models, it should be cheaper to develop and its different from the existing off-maps.
https://preview.redd.it/ioj0msg40g0d1.png?width=1651&format=png&auto=webp&s=a0dad1a46e5e618833d25a2381033f0a0a9d10a6
Central Idea: Long range engagements.
MGZ34 MG42 Scopes Upgrade: Simple upgrade, improves range and sight of MGs once they upgrade themselves for munitions.
AI Double Sniper Temp. Assignment: This is most similar to the Wespe ability I just described, except with 2 snipers. What this ability would be strong aganst would be team weapon camp and entrenched infantry, as well as guarding VPs in the lategame. What this ability would be pretty bad against would be an opponent with several light vehicles and tanks which can drive up and elminate the snipers in 5 seconds. Its not like the AI will dodge. This ability is augmented by the numerous sight abilities and units in this battlegroup.
Panzerbeobachtungswagen III: This is most similar to the 254 artillery observer for DAK, except where the abilities are largely air based. The unit has an MG, so it can be used to attack troops early on, but its mostly used for the focus sight ability in conjunction with tank destroyers and team weapons. The SD-2 Ground Burst drop I see being more like the M83 Cluster Mine drop from Coh2. The Ju-88 P-4 Heavy AT Strafe, is actually a 50mm cannon, so different from the JU-87 we have now by having more alpha damage.
Fritz X Guided Bomb Strike: This is probably most similar to the Stuka Dive Bomb in Coh2, however, the big difference is that you can manually guide it to the target. The inspiration for this are the Predator missiles from MW2, however in Coh3, the easiest way of implementing this to my mind is that the player has to keep the cursor where they want the bomb to land. However, if they don’t want to do this, as it prevents other micro, you double click and it will go to where it was last targeted. So the situations where you’d want to perform this micro are quite niche, basically when nothing else is happening for 5 seconds. I think a sensible decision should be to cut off direct control from the player 2 seconds before it hits the target, so its still possible to dodge but harder.
Nashorn Tank Destroyer: Not much to say here, its basically the Archer.
Grenadier K98k Scopes Upgrade: Not a lot to say here, range and sight augmentation for grens.
Ranged Bunker Options: Here we use some of the bunkers Relic has already invented. The mortar bunker is simple enough, but the Observation bunker is a bit more interesting. This emplacement should have a long line of sight, but it should be restricted to a narrow arc which can be refaced. This encourages active micro of the emplacement. It would be strong in matches where this is placed behind team weapons and artillery for spotting targets but would not detect flanks. Somewhat reminds me of the child’s game ‘Spotlight’.
Fusiliers: These are another unit that Grens can be swapped out for. Unlike Jagers and Panzergrens, this unit is purely focused on long range DPS. You could use Gebirgsjager here instead, I use Fusiliers as one of my other designs uses Gebirgsjager.
Range Adjustment: This unit ability increases the squad’s accuracy after each model drop to a maximum of 30%, 5% per model. I could imagine in most situations, this would be a simple DPS boost, but there would be situations where fighting low health squads where this would be especially strong. The same kind of logic applies to the ATG and Tank Destroyer ability, where everytime they land a shot while the ability is active, it increases their accuracy and ROF.
Focused Gunnery: A global sight and range buff for vehicles, at the cost of speed. This blends well with the other abilities in the battlegroup.
https://preview.redd.it/i3wsbhz50g0d1.png?width=1520&format=png&auto=webp&s=84fee451b9cebfbd3b19a7800e36450932f17bbe
Central Idea: Area denial.
Grenadier & Pio Field Defences: Gives access to a number of build options. Panzer-Stabmine 43 AT Mines are a variation on normal mines, where the emphasis is placed on the heavy engine critical rather than the damage of the mine. So these mines would be relatively spammable, specialised against vehicles and would cause a heavy engine damage critical. The focus here is leaving your opponet’s vehicle stricken and being able to move in with your own vehicles to take it out. However, unlike say Riegel mines, it doesn’t do that much damage, so your opponent will have a much easier time of quickly repairing off the damage. It’s a variation on mines with its own drawbacks and strengths. However, the main structure you get access to is the Luftwaffe Relay Point. This emplacement can call in strafing runs within its vicinity, the AT strafe would be particularly strong if combined with the Stab mine as it would be far harder to dodge. The relay point though can also call in a variety of crate drops with different infantry buffs. Ammunition crates increase ROF, which is simple enough, but the Explosives Crate doubles the squads grenade ability the next time its used. For instance, Grens would throw 2 stick grenades for the price of 1 with a 0.5 second delay between each throw. Naturally, this is pretty strong and also munitions efficient, at the cost of extra micro. The mechanic could also be made to give squads that don’t normally have a grenade, a grenade. For example, it would be cool if Jagers/Pios got stick grenades after picking up one of these crates. I’m not sure what you would do with Stosstruppen, a bundle grenade assault? Sounds overpowered and incredibly fun. Double frangible sounds fine. Camouflage Crates give your squad moving camo for 60 seconds, so you could conceivably pick up this crate on the way to your opponent’s side of the map and use it to ambush or do all manner of things. One question that would need answering is whether or not is should be possible to stack these crate bonues, I could foresee camoed Panzergrenadiers with double bundle grenades being very very good. Perhaps the best way of soft nerfing this combination is to have a shared cooldown timer of 90 seconds on the crates, this should severely limit the number of times a player can get explosives and camo at the same time.
251/17 Halftrack: Exactly like Coh2.
Cannone Da 105/28 Howitzer Emplacement: A general howitzer emplacement, you could use the LeFH but this emplacement already exists.
Panzerturm IV: A mixed AT and anti infantry emplacement. This emplacement absolutely should take up pop cap but also have prioritise vehicles.
Bf109 WerferGranate 21 Rocket Strike: This would fire 4 rockets in unison, have fairly high alpha damage and flame dot damage. You would most use it against team weapons and infantry, especially in denying point caps, but potentially you could use it against vehicles, particularly if they hit a panzer stab mine, to cause them health damage and prevent them from being repaired.
Sd.kfz. 251/16 Flame Halftrack: Similar to the unit in Coh2, except you can also upgrade it with MGs. As a general comment, I feel this unit and flame weapons more generally should have bonus damage against base tech structures. Sneaking flame tanks into the base and burning down your opponent’s tech is so much fun in Kane’s wrath and I feel Coh3 would do well to capture some of that magic. So being able to burn down a tech structure in 30-45 seconds in would give this unit extra utility, currently it fees like the flame units lack flexibility relative to their autocannon equivalents.
Infantry Gestreckte Ladung: This ability is on infantry and it essentially is a grenade that sits between the Bundle Grenade and a Satchel charge on the spectrum. It would have the same damage as a bundle, but a longer fuse and shorter range. However, the charge would have bonus damage against emplacements, buildings and field defenses. The ideal use case would be against units behind sandbags and wire, as it would destroy them completely. Its much more likely to land than satchels, with its shorter fuse time, but is not as a good as bundle grenades which do the same damage with an even shorter fuse. So the bonus against field defences is the main advantage of the grenade. It goes without saying that this ability benefits from the Explosives crate from the other side of the tree.
Decima Squad Infiltration: This squad is most comparable to Stormtroopers in Coh2. You would largely use the squad to charge cutoffs and plant explosives on points, its going to be strong in VP wars. This squad has no camo out of the box but you can get that from the other side of the tree.
Communication Breakdown: This is activated in a circle zone and no off-maps can be used in it for the duration, nor do any global abilities like Designate Assault Position work there. There are many situations where something like this would be useful, for example, preventing someone from calling an off-map in during your assault, preventing an off-map being called in on a crucial VP in a close match. The main use I could see people using this is with their emplacements on the other side of the tree, preventing say bombing runs, etc.
In Deckung!: This abilly mixes well with a variety of the other abilities in the battlegroup. Getting cheaper grenades will allow you to spam them during the duration of the ability, if you combine that with the Explosives crates, it will be yet more efficient. 15 munitions Panzer Stab mines will be strong. The crucial thing with this ability is timing, as you need to use grenades and mines en masse to justify the initial munitions cost.
Other Unit DLC
As I discussed before, I think it would be a mistake for Relic not to include the substitute units feature. In terms of what units should be substitutable, this is what I feel makes sense:
https://preview.redd.it/dw9pq3w70g0d1.png?width=1121&format=png&auto=webp&s=e416e3e5bb9b982b1da5d5bd6177cd6f2ef87c71
Finally, as a general change, I feel we need to talk about the Pak 43. The Pak 43 is already in the game files and is presumably lined up for a battlegroup. I feel this unit should just be added to T4 so that stock Wehr has an answer to heavy tank spam (thinking about Matildas and Grants here). Wehr doesn’t have a great answer for dealing with heavy tanks, short of building 3 paks or several marders, neither of which are great from a faction design perspective. They come quite early, relatively, so improving their performance messes with the flow of the game and makes T4 less attractive, why bother going T4 if all the AT you need is in T2/T3? A Pak 43 in T4 has a pleasing symmetry between DAK, Brits and Wehr. If US got he M5 ATG (which they should), all factions would have this common tool. A number of players have been calling out for the Panther to be added to T4, I don’t think that’s the play here, as it would dominate so many other options. The situations where you would build a Pak 43 over a Panther are quite niche (look at Coh2), so having the more attractive unit in stock over the less attractive solution in a battlegroup, to me makes little sense. The Panther would also crowd out Flak 36 Emplacment play. However, the Pak 43 is easier to counter for your opponent, using indirect etc, while also giving you a reason to go for a battlegroup with Panther as the main attraction. Essentially what I’m getting at is that the Panther is too dominant of a unit to be in T4 and the Pak 43 should be there in its place.
https://preview.redd.it/jrapt7y80g0d1.png?width=452&format=png&auto=webp&s=8d4c8bae94945e100777c1b9d53278bfb3f7bfb2
submitted by Gambit-Accepted to CompanyOfHeroes [link] [comments]


2024.05.14 21:08 McSuede Shut up and play the game.

I don't care about the assholes you played with. I don't care about bug players this or not droppers that. Oh, they nerfed your favorite gun? I don't care.
Post memes, post clips, share (fun) stories, share strategies, post what ifs and musings.
This isn't to say that critical discussion can't be had but damn. I'm sick of reading rants from people that I'm sure are turning around and hopping right back in the game.
Skip the middleman. Just shut up and play the game.
submitted by McSuede to helldivers2 [link] [comments]


2024.05.14 20:19 Dustfull I honestly want to cry with how bad the eruptor is now

I know im just adding to the many complaints but i have to let this out for my sanity.
I ran a few missions on 7,8 and 9 against bots and man i felt like such a burden on my team with how little i was actually able to do.
Striders now need 2 shots to kill no matter where you aim and devestators need minimum 2 shots sometimes even 4 (especially against the heavy devestator)
The bullet travel also makes it pretty fucking hard to aim for weakpoints like the abdomen of devestators and worst of all, it does no extra damage.. There is no area on a devstator you can aim to kill it in one shot or cripple it with one shot. (with the exception of the head but at that point just run CS)
The ergonomics of the eruptor is already one of the worst in the game and the rpm it has is also extremely low. It has 31 bullets in total which is fine honestly. It also only has a max range of 120m (125 with the explosion) and the gun also cannot be used within 8 meters for obvious reason.
And despite all of these serious downsides it still was really good (before the nerf) because it immense potential to kill most medium enemies with one shot and sometimes multiple. Before the nerf, the eruptor was basically the hybrid of the amr and autocannon but what made it fair was the before mentioned downsides that a primary should have when its competing on a support weapon basis.
Now there is objectively nothing the Eruptor can do that is special or good that other than destroy breaches ans factories within 120 meters.
Maybe i am just unecessarily complaining since recently there were some good news from the Ceo agreeing that the way balance is happening isnt fun and perhaps the eruptor will be reverted to a more balanced state (admittedly it was at day 1 pretty fuckin nutty)
I just loved using the eruptor before the nerf since it allowed me to fulfill the power fantasy of being a sniper with a powerful gun and supporting my teammates from afar (i often didnt bring backpacks and support weapons and man was that so much fun) and now seeing it in the state it is, i am forced to go the boring option that everyone else goes if i dont want to put pressure on my team. Sorry had to get this off my chest. Im going to take a break now
Tl:dr eruptor needs love
submitted by Dustfull to Helldivers [link] [comments]


2024.05.14 18:36 m90photog Alright, here's the melee TTK

Pickaxe: 630ms
Tonfa: 610ms
Soulrender: 600ms
Combat Knife/Gutter Knife: 540ms
Karambit: 470ms
Dual Kamas: 460ms
Gladiator: 410ms from impact, 510ms with swing
Tested in Resurgence with enemies at full plates. TTK is from first impact to down, unless stated otherwise.
Dual Kodachis not tested, but TTK is estimated to be similar to the Combat Knife.
Melee lunge was highest with Tonfa at approximately 1.5m, fastest movement speeds is the Gladiator (8.1m/s tac sprint, 6.7m/s sprint), though all of them are within 0.9m/s tac sprint and 0.5m/s sprint of each other.
For comparison's sake, the fastest close range TTK with guns is the Cor-45 akimbo at 400ms up to 50m, and the MCW conversion kit at 613ms up to 19m.
Enjoy it before it's nerfed to hell.
Edit/Update: I'm going to do some additional testing later to factor in swing speed and if people are interested, the time it would take to down two people next to each other with each weapon. From what I can tell and my best estimate, swing should only add between 100ms to maybe 250ms.
submitted by m90photog to CODWarzone [link] [comments]


2024.05.14 17:42 Joshh170 Destiny 2 Bug Causes Major Damage Nerf To Popular Exotic Item

Destiny 2 Bug Causes Major Damage Nerf To Popular Exotic Item
Destiny 2 players have come across a new damage bug, occurring during interactions between Hunters using Golden Gun within a Warlock's Well of Radiance. Season of the Wish has seemingly breathed new life into solar builds, especially after fixing a longstanding Destiny 2 bug which negatively impacted the duration timer for the Restoration buff after picking up a Firesprite or interacting with a Sunspot. Along with the seasonal relic perks, the Solar subclass has become very popular with players, especially those looking to produce a lot of damage very quickly.
With the new Pantheon raid challenges, optimizing certain builds to overcome the new Destiny 2 activity has become highly important. For Hunters, a go-to exotic for producing high damage numbers is the Celestial Nighthawk, a helmet specifically designed for the Golden Gun super ability. Not only does it deal an additional 25% damage, but nailing a precision final blow with the single, high-damage solar shot will effectively further reduce the cooldown of the Super ability. However, players have seemingly discovered a major bug during certain interactions, which majorly reduces the effective ability of the Celestial Nighthawk.
In a new discussion over the Destiny 2 subReddit, players offer a PSA for Gunslinger Hunters who may be paired up with a Warlock in one of the game's many activities. It was recently discovered that there's a new interaction bug between the Celestial Nighthawk and the Warlock's Well of Radiance that completely negates the 25% Radiant buff Golden Gun gets simply by standing inside of the well. Essentially, the damage bug is completely nullifying the Heart of the Flame perk from the Season of the Wish artifact due to the Well of Radiance replacing it with its own specific buff which doesn't actually boost the damage from Golden Gun.
How to Avoid the Golden Gun Damage Nerf
While the damage bug is a bit annoying and can be a hindrance to players when inside of a tense and endgame-style activity like Destiny 2's Pantheon, there are some easy tricks to keep in mind. When activating Golden Gun, Hunters should ensure that they're outside of any dropped Well of Radiance, which should properly trigger the Heart of the Flame ability, if the perk has been activated from the relic already. Once the Golden Gun has been used, it should be fine to step into the Well of Radiance for its own damage buff.
For now, there's been no official word from Bungie on a potential fix, though the studio has made a massive change to the Stasis subclass. Bungie announced that the Destiny 2 campaigns for Shadowkeep and Beyond Light will remain free after the Final Shape launched in June 4, which means Stasis and Strand will also be available for all players. The announcement has been met with plenty of positivity, giving all players a chance to check out the newest subclasses and all of the inevitable changes coming alongside the launch of the expansion.
submitted by Joshh170 to GameGeeks [link] [comments]


2024.05.14 16:47 FootballPlaybooks 🏈NEW: The Aquinas Blugolds Offense

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submitted by FootballPlaybooks to u/FootballPlaybooks [link] [comments]


2024.05.14 16:03 Yonisluki Bring back the old gauss shotgun

I recently returned playing and seeing that gun I've had been using for years got completely butchered. The nerf made no sense, as the shotgun got a scope and is a guass gun, it is supposed to have a good range.
The shotgun is essentially unusable now, make much less damage than it did before. It was a fun gun to use and it wasn't that seriously overpowered, but felt like it was on par with other guns. Certainly wasn't a boss killer, but still decent. Back in the days, when some stats gave shotguns more damage. Don't remember what legendary effect it was, but shotguns hit hard, as they should. Now it it is just something you won't use, as it is not on par with other weapons.
Sadly disappointed in the changes, making the return to fallout 76 to be bittersweet.
submitted by Yonisluki to fo76 [link] [comments]


2024.05.14 16:00 andrefelipe1295 Instead of nerfing fun, buff challanges (higher missions)

Me and my bro's love playing this game, but most of them barelly go for LVL9 difficulty cause we just wanna play, chill and laught.
When you nerf guns, strategems and stuff, you are nerfing your game overall, not raising the difficulty. Having difficult missions is part of this game yes but some of us just want fun.
On higher levels, make enemies tankier, make their attacks stronger, but please, leave me and my gun alone on lower levels. I am already playing missions on 4~6 mostly, i don't want this game becoming so slow that every fight is an entire "duel".
submitted by andrefelipe1295 to Helldivers [link] [comments]


2024.05.14 15:55 IdiopathicMD What guns do you really like?

So much of this subreddit is all about the, quite legitimate, frustration of guns that are underpowered or nerf’d after an update. I’m totally with you all, it’s annoying. But what guns are you running that are super fun to play with and overall not too bad?
The plasma punisher is pretty fun when fighting bots. The stumble effect for the bigger guys and ability to take out the walkers in a couple of shots is really handy. The scythe is pretty decent too! A little underpowered perhaps but it’s great to hold down the trigger and mow down bugs.
What are you guys running and what do you love about the guns of this game?
submitted by IdiopathicMD to Helldivers [link] [comments]


2024.05.14 15:47 brokensaint82 [FO4] Issues with graphical glitches and weird texture stretching

[FO4] Issues with graphical glitches and weird texture stretching

Weird black boxes and texture stretching

Just black void

As you can see in the pictures I get these black boxes either going through houses and such, as well as taking the screen over eventually. This is on a fresh install of the game with the updates installed. Is this just an issue with the latest updates borking my game and I should wait until F4SE and others are up to date or are there conflicting mods that are causing this? All mods are up to date and my load order is as follows:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccBGSFO4044-HellfirePowerArmor.esl
ccBGSFO4115-X02.esl
ccBGSFO4116-HeavyFlamer.esl
ccBGSFO4110-WS_Enclave.esl
ccBGSFO4096-AS_Enclave.esl
ccFSVFO4007-Halloween.esl
ccBGSFO4046-TesCan.esl
ccSBJFO4003-Grenade.esl
ccOTMFO4001-Remnants.esl
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
WorkshopFramework.esm
Homemaker.esm
MutantMenagerie.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2_XPAC_Chapter3.esm
CWPointLookoutFO4.esm
MutantMenagerie_BackwaterBeasts.esm
MutantMenagerie_GrilledTurkey.esm
CanarySaveFileMonitor.esl
CWPointLookoutFO4Patch.esl
TacticalReload.esm
M84FlashBang.esl
TrueStormsFO4.esm
NCRArmourPack.esl
four_play_resources.esm
Wetness Shader Fix.esp
NoSharedDogmeatTemplate.esp
ImmersiveGenericDialogues.esp
PiperCaitCurieDialogueOverhaul.esp
RepairSanctuary.esp
Armorsmith Extended.esp
Melee Replacer.esp
Rebuild_Settlements.esp
ThisIsTrash.esp
LootableCrates.esp
SS2Extended.esp
WeightlessMods.esp
clothingoverhaul.esp
MojaveImports.esp
SuperMutantRedux.esp
ImmersiveAnimationFramework.esp
SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
WeightlessAid.esp
FirstPersonMessagesMerged.esp
MAIM Distributor.esp
MAIM 2.esp
ReducedJunkWeight.esp
Stm_DiamondCityExpansion.esp
Rebuild_Settlements_Previs.esp
CrimeTown.esp
HAIA With Crafting.esp
Reverb and Ambiance Overhaul.esp
Vivid Weathers - FO4.esp
Vivid Weathers - FO4 - Quest.esp
InstituteSettlements2.esp
CombinedArmsNV.esp
CombinedArmsEXPack.esp
W.A.T.Minutemen.esp
CheatTerminal.esp
DT_GunnerOutfitPack.esp
DTG_LeveledListIntegration.esp
Eli_Armour_Compendium.esp
BR77.esp
XM2010_SniperRifle_by_tooun.esp
1CAS_ServiceRifle.esp
SS2-PraRandomAddon.esp
M2Agency.esp
SS2-Jampads2.esp
ImiUzi.esp
Crossbow.esp
Glock19x.esp
KrissVector.esp
BOCWNailGun.esp
DoubleBarrelReloadRedoneTR.esp
USP .45_by_tooun.esp
SV-98.esp
9mmPistol.esp
3dscopes-replacer.esp
four_play.esp
MK18.esp
Rangergearnew.esp
LString_Bow.esp
M1Garand.esp
m2045magnumrevolverrifle.esp
[SS2 Addon] SimSettlements SuperStructures.esp
FO4 NPCs Travel.esp
DX_Black_Widow.esp
SteyrAUGnv.esp
AKMnv.esp
SanctFixedBridge.esp
ElMudoStore.esp
HuntingShotgun.esp
DOOMThatGun.esp
WinCowbowRepeater.esp
MP7.esp
HuntingRevolver.esp
HK_MP5.esp
GIAT_FAMAS.esp
G36Complex.esp
HK_UMP.esp
M1918A2.esp
AmmoCounterFramework.esp
M1918A2_ACF.esp
M1918A2_TR.esp
PMC Operators Pack.esp
WestTekTacticalOptics.esp
TAC.esp
K9TacticalHarness.esp
GCM.esp
Homemaker - Unlocked Institute Objects.esp
SS2-PraRandomAddon-FIS.esp
SS2-PraRandomAddon-LWIS.esp
SS2-PraRandomAddon-VIS.esp
SS2-PraRandomAddon-VISG.esp
SS2AOP_VaultTecTools.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
Dongs_Of_Fallout.esp
HRP_Mk23.esp
AX50.esp
L96A1.esp
Factor.esp
OMEGA - MutantMenagerieFH IAF Patch.esp
ClothingOverhaulSP_XB1_PC.esp
SuperMutantRedux_ArmorSmithExtended.esp
classicghoulrace.esp
BetterSettlers.esp
AdvSettleTurretSet.esp
Passthrough.esp
WeightlessSpecialAmmo.esp
MutantMenagerie_Scripts.esp
D.E.C.A.Y.esp
REAPER.esp
SS2WastelandReconstructionKit.esp
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
Vault-Tec Armor Redux - Modular Expansion & Fixes.esp
rb_hairtonesredux.esp
TrueStormsFO4-FarHarbor.esp
Vivid Weathers - FO4 - Far Harbor.esp
Vivid Weathers - Nuka World.esp
VividFallout - AiO - BestChoice.esp
Radiant Clouds and Fogs.esp
Glowing Animals Emit Light.esp
FAR.esp
TrueGrass.esp
CustomThirdrail_v2.esp
dD-Enhanced Blood Basic.esp
LongRangeBulletHoles.esp
InstitutePowerArmor.esp
Special Ops Goggles.esp
Multiple Floors Sandboxing.esp
Defective_Synth.esp
Desert Punk Raiders.esp
Synth Overhaul.esp
Synth Overhaul - Black Patch.esp
Synth Overhaul - No level requirements Patch.esp
SuperMutantRedux_VIS-G_Patch.esp
SuperMutantRedux_WeaponsmithExtended_Patch.esp
Project Reality Footsteps FO4.esp
Realistic Miniguns.esp
JSSynths.esp
KSHairdos.esp
EveryonesBestFriend.esp
LongerPowerLines3x.esp
Scopes.esp
Lots More Male Hairstyles.esp
Lots More Facial Hair.esp
PD_LowerWeapon.esp
PA-Quick Animations.esp
AzarPonytailHairstyles.esp
LovingCait.esp
BetterCompanions.esp
EasyLockpicking.esp
LovingPiper.esp
rb_decayedarmyfatiguesfix.esp
Insignificant Object Remover.esp
SettlementMenuManager.esp
RealNameSettlers.esp
BetterSettlersMortalPack.esp
BetterSettlersNoLollygagging.esp
Nexus_PMC.esp
PMC_extended.esp
AKMnv_TacticalReloadPatch.esp
AX50_TacticalReloadPatch.esp
G36Complex_TacticalReloadPatch.esp
Glock19x_TacticalReloadPatch.esp
HK_MP5_TacticalReloadPatch.esp
HK_UMP_TacticalReloadPatch.esp
ImiUzi_TacticalReloadPatch.esp
KrissVector_TacticalReloadPatch.esp
M1Garand_TacticalReloadPatch.esp
MK18_TacticalReloadPatch.esp
MP7_TacticalReloadPatch.esp
SV-98_TacticalReloadPatch.esp
SteyrAUGnv_TacticalReloadPatch.esp
TacticalReloadDLC.esp
TacticalReloadVanilla.esp
AWKCR - Mod Power Armor Engine Glitch Fix.esp
More Power Armour Mods.esp
Consistent Power Armor Overhaul.esp
Brotherhood Power Armor Overhaul.esp
PAMAP.esp
More Power Armour Mods - Automatron.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp
WorkshopPlus.esp
AnimatedRadaway.esp
RussianStimpack.esp
Stimpaks help you breathe.esp
CompanionAccuracy.esp
LetMeUseThat.esp
Realistic_conversations.esp
UGO_PlayerModule.esp
AnimatedIngestibles.esp
Fatigue.esp
ImmersiveVendors.esp
Live Dismemberment - Brutal.esp
Live Dismemberment - Insane-o.esp
Live Dismemberment - Liebermode.esp
Live Dismemberment - Mental.esp
Live Dismemberment - Mind-Blowing.esp
Live Dismemberment - POSTAL.esp
Live Dismemberment - Regular.esp
MAIM 2 - Dismemberment Patch.esp
MAIM 2 - Russian Stimpak Patch.esp
MAIM 2 - Stimpaks Help You Breathe Patch.esp
Clean Pause Menu.esp
FIS-Naming-Weap-Armo-EN.esp
M8rDisablePipboyEffects.esp
CROSS_CryoLance.esp
BF1 Animations - Double Barrel Shotgun v2.3.esp
Binoculars.esp
ACR-W17.esp
FO4LaserBolts.esp
fn five-seven v3.0.esp
3dscopes-replacer-aug.esp
3dscopes-replacer-crossbow.esp
3dscopes-replacer-sv98.esp
3dscopes-wmsr.esp
IAF - Far Harbor & Nuka World.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
AnS Wearable Backpacks and Pouches - AWKCR.esp
VeryRichMerchants.esp
CBBE.esp
M1Garand - AWKCR-VIS-VW.esp
M1Garand-1.5xDMG.esp
BetterSettlersCCAPack2.0.esp
Chem Lab Restoration Project - AWKCR AE CW.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
CROSS_GoreCrits.esp
CROSS_GoreCrits_FarHarborPatch.esp
OMEGA - MutantMenagerie IAF Patch.esp
MG42.esp
dD-Realistic Ragdoll Force.esp
RNS-WSFW-CompPatch.esp
SS2-Jampads2_ImportsPatch.esp
SS2_XDI Patch.esp
move that workbench!.esp
[MW2R] Shadow Company.esp
BetterNightVision.esp
DarkerNights.esp
DarkerNightsDetection.esp
EnhancedLightsandFX.esp
Scrap Everything - Ultimate Edition.esp
Pip-Boy Flashlight.esp
SatelliteWorldMap.esp
WorkshopFramework_ScriptOverride.esp
submitted by brokensaint82 to FalloutMods [link] [comments]


2024.05.14 15:19 MewingIntrovert Just revert the nerfs and people will enjoy the game again. It's okay.

Literally all you have to do is revert the nerfs on the railgun, quasar cannon, exosuit mech, eruptor, breaker, etc. Just revert the nerfs on the guns people are upset about and buff the guns people think are underpowered, it really is that simple. This game was advertised (as I interpreted it) as a casual PVE horde shooter and not a hardcore game. This is also not an esports game where having very good balance matters. Having powerful guns is fun. Yes it is okay to nerf something if it is overpowered but none of the guns were overpowered in this game to warrant such strong nerfs. The guns were not overpowered because this game has very strong enemies that warrant the use of good guns.
I promise you 90% of people who play this game will be happy if you reverted the nerfs and buffed some guns. All you have to do is revert the nerfs and the come out on twitter or discord and make a statement, something like "We at Arrowhead games are here to inform you that the way we have balanced Helldivers 2 is not having the intended effect we wanted for our players. For that reason we have reverted the nerfs and are taking a new direction on how we balance Helldivers 2."
I really don't think it is as big of a deal as some people might think it is. I know how it feels to put your heart and soul into creating something and then find out at the last moment "Oh no I forgot to add this 1 ingredient." It must feel especially more stressful since you have millions of people watching you but it is what it is. We are all going to die one day and making a small balancing mistake on your video game is not a big deal, we all just want to have fun.
Thanks for reading my rant, god bless you and have a nice day.
submitted by MewingIntrovert to Helldivers [link] [comments]


2024.05.14 15:12 ThyySavage Concerns with Twilight Arsenal, Melee in the endgame and Titans in general

With TFS releasing in only 3 weeks and the slew of new abilities being introduced I wanna talk about Titans, their current state, what is being provided to and what is becoming of them. Also before I make my points I know we are going to be getting a TWID at some point talking about ability reworks and buffs in TFS. I just want to voice my current concerns and opinions.
What’s to come- To start things off least have a chat about Twilight Arsenal. While the concept is fucking awesome my concerns are in its theoretical potential, especially given the state of Void Titans and Void in general. Compared to other Supers I don’t see Twilight Arsenal being capable of more damage than other offensive damaging supers on its own given how you can pick up the axes post super and attack with them individually. I also don’t understand why we would be willing to drop ability uptime on Solar or Stand for example or heavier DPS weapons to pick up an axe that from what gameplay we’ve seen hits like a wet noodle. On top of that unless they grant devour and overshield on melee kill to at least promote killing ads then there will also be next to no survivability either. Given we have a bunch of weapons, abilities and other supers that are great for Ad clear and/or support as well as a lot of DPS being locked into stationary positions away from a boss I’m struggling to see how Twilight Arsenal will fit into the meta.
For what Titans have now- Right now Titans are in a really weird place in the game. Everything’s leaning towards melee focus and it’s not holding out all that well.
Strand is GODLY if used correctly, and in the right cases is just broken. It’s a total outlier for Titans as a whole. It provides the necessary healing and Dr to make a good melee based build. I won’t be surprised if it gets nerfed in some way making them borderline irrelevant. All I can really ask is to not turn it into a useless subclass.
Solar is alright but compared to other solar subclasses it’s struggling a bit. Every class has top tier Solar Supers, but in terms of survivability Titan arguably has the least since it’s just so melee focused and not nearly as potent as Strand Titan is in terms of Healing and DR. I loved Solar Titan since Solar 3.0 but it’s really starting to feel like it’s falling off since melee is just becoming less potent as it used to be.
Stasis I admittedly don’t have any opinions on currently since I haven’t really touched Stasis Titan since the hard nerf they got a while back.
Arc Titan has been pretty much dead since the end of Season of the Deep. It was fun with Arc 3.0 initially and with the Artifact support. Now it just exists. It has the worst healing options in game which is melee based, lower ability uptime and provides no DR at all. You only gain Thundercrash, but that’s on Prismatic so Arc will basically be DOA in TFS.
Void is just awkward, Bubble is nice but outclassed by Well in terms of support. Banner Shield is barely worth it, and I swear it barely makes orbs anymore. Overshield is okay at best in PvE and not as potent or available as passive DR like Woven Mail. Keeping buffs and abilities going is a struggle unless you make a heavily specific restricting build with very little flexibility that locks you into a certain playstyle (I.e. the Monte Carlo shield spam build). Even then in the end you just get an ad clear build which isn’t really necessary at this point with how potent weapons and other subclasses generally function. Void Titans are just sad compared to something like a Void Gyrfalcons Hunter that very flexible, has great survivability, a good super and is just fun.
Melee as a whole- Right now if feels like Titans are being turned into melee machines that aren’t being built to last. The more new subclasses, end game activities, enemies and guns that are introduced the less viable meleeing becomes. Look at the new Gun Bats for example, they fly around and suppress you. How and I supposed to pop my throwing hammer (or use any melee) on those and pick it up again after without succumbing to more, where as a Hunter could throw a tracking knife from a safe distance and get the knife refunded? Then repeat the cycle too? As a long term Titan main I’ve been more and more tempted to go to the other classes cause melee just doesn’t seem too viable anymore, especially on older subclasses. The melee gameplay loop feels like it needs a heavy rework, and needs to have more survivability. Strand is a great example of how Melee should be done imo between its possible DR and healing.
submitted by ThyySavage to DestinyTheGame [link] [comments]


2024.05.14 14:56 Kollishun A suggestion for light util

We all know that rn light is the weakest class in the game. Even if people are complaining about it more now, it was also very rarely seen in ranked before the nerfs to invis or stun gun. I wont really talk about increasing health or health regen cuz thats been mentioned a million times already.
The reason light arent seen very much in high ranked lobbies imo is due to their one root issue, not being valuable to the team. The finals is such a team based game, and even if some extra killing power is great, it's not enough to justify replacing a heavy, with all their shields, or a medium with their constant healing and defibs. From the enemy's perspective, any chip damage/kills wont matter much to a well coordinated team as they can just revive/heal. Which is why I suggest some more gadgets/specializations for the light that lean more towards shutting down and disorienting/separating other teams. The glitch grenade is a great tool to do this (but i dont understand why it was nerfed) and i think the glitch grenade not being present much anymore is what caused hhm to become so much more busted than any other team comp. With some new gadgets that disorient and separate well coordinated team, I think that lights role rn of getting solo pick would be more useful too.
As far as what these gadgets would look like, im not so sure, so id love to see your suggestions if you have any.
The finals is one of my favorite games rn, and I trust that the devs will bring light into a better spot before s3 if not on the release, this is just my take on how light could be more of a team focused class
submitted by Kollishun to thefinals [link] [comments]


2024.05.14 14:12 leaf-sloth I beg of you, why is it only light armour piercing? It's just an okay alternative to the peacemaker(The default pistol) that is locked behind a premium warbond(Ten dollars) and 300~ medals. Its whole shtick is that it had a tad less power than the senator but a magazine, not that it was a nerf gun.

I beg of you, why is it only light armour piercing? It's just an okay alternative to the peacemaker(The default pistol) that is locked behind a premium warbond(Ten dollars) and 300~ medals. Its whole shtick is that it had a tad less power than the senator but a magazine, not that it was a nerf gun. submitted by leaf-sloth to Helldivers [link] [comments]


2024.05.14 14:05 Phil_Tornado Proposal: give emplacements and towed team weapons a “damaged” mechanic when hit with C4, like when vehicles are hit by stick grenades

It’s weird to C4 an emplacement or the heavy anti tank gun and have the thing continue to operate with full fire rate at low health. If you use C4 there should be a “damaged” mechanic like when you sticky bomb a vehicle and its move speed is drastically reduced.
A damaged emplacement should have reduced rate of fire and would require repairing to full to remove the effect. It would add a really cool moment of immersion effect, reward the micro tax inherent in trying to get close to the enemy line to use the C4, and eliminate the weirdness of these things continuing to operate and get repaired in combat as if nothing happened when they just had a c4 explosion on top of them. Would require much more thoughtfulness on the part of the defender in terms of placing and protecting these things.
For balance purposes I’m fine if there are adjustments to HP to compensate for this since it’d be a nerf.
submitted by Phil_Tornado to CompanyOfHeroes [link] [comments]


2024.05.14 13:58 Delicious_Sector_460 Difficulty levels and the game balance feeling

There is a lot of talking about game balance, gameplay feeling etc. I am wondering if anyone else feels the same as me.
submitted by Delicious_Sector_460 to Helldivers [link] [comments]


2024.05.14 13:47 Inpaladin DAE think we should subject arrowshit's entire staff to promethean torture for nerfing the eruptor?

Ever since the developers made the game literally unplayable by nerfing the only good gun, I've been seeing a lot of posts calling for certain members of the team to be fired. Personally, I think this is far too kind a punishment for their crimes. I think being chained to a rock and having a bird eat your liver every day for all eternity, similar to prometheus, could possibly be apt. Open to constructive criticism.
submitted by Inpaladin to helldiverscirclejerk [link] [comments]


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