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Fun Police
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เข้าร่วมเมื่อ 22 เม.ย. 2021
Welcome to my channel where I cover a variety of strategy and war games! I am a huge fan of WW2 era games but also many other strategy based games. I am also a huge fan of synthwave and the art that surronds it. I focus on informative content that aims to help others improve at the games I play. Currently my main games are Kards, Fire and Maneuver, and a couple others. Thank you for watching and enjoying my content!
Truth Enforcers Review and Showcase. Finally a Warbond good on release!
Let me know what you thought of this warbond in the comments!
#helldivers2
#helldivers
#warbond
#hd2
#helldivers2
#helldivers
#warbond
#hd2
มุมมอง: 431
วีดีโอ
HD2 Retrospective: The 60 Day Patches and Liberty Day
มุมมอง 7421 วันที่ผ่านมา
A quick video covering the 60 day patches and what I liked or disliked about them. My last video covering weapon and stratagem balance th-cam.com/video/uQ763t4A9W0/w-d-xo.htmlsi=4i4h05YSzL2TzKsl #helldivers2 #hd2 #patch #LibertyDay
These Weapons STILL Need Buffs! Helldivers 2 Weapon Buffs.
มุมมอง 16Kหลายเดือนก่อน
A discussion around the latest patch and the weapons/stratagems that are now lagging behind and how to maybe address them. Subscribe for more HD2 content in the future. #helldivers #helldivers2
Kards September Reworks. Some of these cards are insane!
มุมมอง 1692 หลายเดือนก่อน
A quick video covering my thoughts and opinions on the 18 reworked cards for the September update in Kards. You can find the dev blog here www.kards.com/news/reserve-card-rework-september-2024 #kards #ccg #cardgame #ww2 #ww2games
Helldivers 2 Freedom's Flame and Escalation of Freedom Review
มุมมอง 553 หลายเดือนก่อน
A quick video giving my thoughts related to the recent patch and new warbond including the various controversies that have been ongoing. #helldivers2update #helldivers2
SD2 Division Review: Tribute to Dday DLC
มุมมอง 663 หลายเดือนก่อน
An overview of all divisions from the DLC Tribute to Dday. Make sure to subscribe to not miss the other DLCs and their division! Deck Codes: Note these deck codes were basic examples and should not be considered perfect builds. Game mode, map, matchup, and many other things will affect how to best build a division. Take these as templates to begin with and adjust as needed. 12th SS Panzer DCVN5...
Kards Balance Patch Discussion: July 2024
มุมมอง 1274 หลายเดือนก่อน
A video talking about my thoughts on how the new July balance patch has turned out. Giving my personal thoughts and reasons as to why all the changes we made. If you enjoyed make sure to like, subscribe, and comment your own thoughts below! The steam article: store.steampowered.com/news/app/544810/view/4232902400572441566?l=english #kards #ww2 #cardgame #ccg
SD2 Division Review: Fate of Finland DLC
มุมมอง 1804 หลายเดือนก่อน
An overview of all divisions from the DLC Fate of Finland. Make sure to subscribe to not miss the other DLCs and their division! Deck Codes: Note these deck codes were basic examples and should not be considered perfect builds. Game mode, map, matchup, and many other things will affect how to best build a division. Take these as templates to begin with and adjust as needed. Panssaridvisioona DC...
SD2 Division Review: Base Game Allies
มุมมอง 1484 หลายเดือนก่อน
An overview of all base game, free DLC, and the preorder Allied Divisions. Make sure to subscribe to not miss the DLCs reviews! Deck Codes: 2nd Guard Tank Corps DCRCGjCCITYAGgAFSiIPqoNoH1EG2EFwDbHHRBtjjoipgfVRtQQWLLsH1kbEAAiRWAARGxAAKjXwAERroACo1sABEOaFagDICtQCdgAKBOwAFByAACSUQABQCQD6gEeB9QEmBWoAjRx1ARo46AqMABATqD6oWuAAQLYAAKjYgAFAhxHCJSEK1QocAiwEXFLg 29th Tank Corps DCRDGhFBEJtAjY46ozEcdEbUEFq...
SD2 Division Review: Base Game Axis
มุมมอง 1225 หลายเดือนก่อน
An overview of all base game, free DLC, and the preorder Axis Divisions. Make sure to subscribe to not miss the other divisions from the allied side and the DLCs! Deck Codes: Note these deck codes were basic examples and should not be considered perfect builds. Game mode, map, matchup, and many other things will affect how to best build a division. Take these as templates to begin with and adju...
Helldivers 2: Viper Commando Warbond Gameplay and Review.
มุมมอง 2345 หลายเดือนก่อน
A quick review on the new Warbond Viper Commandos for Helldivers 2. I hope you enjoy! #helldivers2 #helldivers2update
My vote for Nemesis 7 in Steel Division 2
มุมมอง 1645 หลายเดือนก่อน
Which nemesis are you voting for? #sd2 #steeldivision2
Coh3 Balance Feedback and Thoughts.
มุมมอง 2267 หลายเดือนก่อน
A quick video covering the 1.6.5 balance patch and things I think could also be looked at. It's got mostly good changes but need a few important additions or tweaks to address certain issues. #coh3 #companyofheroes #companyofheroes3 #rts #balancepatch
Steel Division 2: 5 Old Divisions Worth Playing Again!
มุมมอง 2467 หลายเดือนก่อน
Panzer Lehr DCROl8KEITURZwABAeGAARAGir0RMZFxUTGIOhcOi2VXDotlhw6LZSEXgAEhH4ABYR AAQPpAAESgAABYbeAARKBAAEAZoCdAGuAARB0EXFBCIABYKKAAUEPCDkBDwg5IKKAAVBeAAEBdYABQF RrkEFEo0BcIACIWeAAVJ/gAA= 3rd Guard Tank Corps DCTBDQBBEJsBOoPqgnUH1QJ AAyE/AAVBtA ojagguAbY46gqYH1EJ6AAgWlAARHTgAKAkCOFRgQACpREH1QteAAgHNCtQBkBWohOwAFAnYACg5AABECWFagEeB9RFSgAIA8AAFAeAADIBAcdAVGAAoKjAARIpgAIA2wgshgwADQwYAA 1st Fallschrim...
Coh3 1.6 Hotfix Suggestions. Fix These Issues!
มุมมอง 1057 หลายเดือนก่อน
A video that ballooned a bit in size but talks about the most important things to change. Even if the changes suggested here aren't the perfect changes hopefully it points out the outliers in balance that need to be changed. I hope you enjoy Also last minute update relic put out it's own ideas for the hotfix. This was made the night before that came out but I think it still contains useful talk...
Steel Division 2 Deckbuilder Guide: Recon Tab
มุมมอง 2597 หลายเดือนก่อน
Steel Division 2 Deckbuilder Guide: Recon Tab
Italian Commandos! 715th Infantry Deck Tech: Steel Division 2 Men of Steel
มุมมอง 469ปีที่แล้ว
Italian Commandos! 715th Infantry Deck Tech: Steel Division 2 Men of Steel
Finnish Artillery Spam! 17th Divisioona Deck Tech: Steel Division 2 Men of Steel
มุมมอง 462ปีที่แล้ว
Finnish Artillery Spam! 17th Divisioona Deck Tech: Steel Division 2 Men of Steel
My Favorite Hungarian Deck? 1st Pancelos Deck Tech: Steel Division 2 Men of Steel
มุมมอง 158ปีที่แล้ว
My Favorite Hungarian Deck? 1st Pancelos Deck Tech: Steel Division 2 Men of Steel
Holding out for King Tigers! Kampfgruppe Von Tettau Deck Tech: Steel Division 2 Men of Steel
มุมมอง 206ปีที่แล้ว
Holding out for King Tigers! Kampfgruppe Von Tettau Deck Tech: Steel Division 2 Men of Steel
Fire and Maneuver: Austria-Hungary Guide
มุมมอง 3.4Kปีที่แล้ว
Fire and Maneuver: Austria-Hungary Guide
Fire and Maneuver: Russian Empire Guide!
มุมมอง 4.1Kปีที่แล้ว
Fire and Maneuver: Russian Empire Guide!
Fire and Maneuver: Second French Empire Guide!
มุมมอง 3Kปีที่แล้ว
Fire and Maneuver: Second French Empire Guide!
Fire and Maneuver Boshin War: Imperial Court Guide!
มุมมอง 4.5Kปีที่แล้ว
Fire and Maneuver Boshin War: Imperial Court Guide!
where is the third boss I don't have time to watch a 30 minute video
❤
Well i guess someones internet needs to be upgraded it seems like
Do you plan on finishing this series? I could realy use some more guides like this
lower the damage on the concussive liberator by like half, raise the firerate a TON and give medium pen, so you can spray wildly and stun lots of enemies at once
lib conc needs the damage to back up its knockback. Give it back the 30 bullet mag, double the damage, keep the same slow fire rate. Slow fire rate + high stagger & damage is its new identity I say we put the drum mag on the lib pen. low damage, AP3, standard fire rate. But its combo of AP3 sustain is its new identity. otherwise, its just too similar to the Judy
Oribital Railcannon Strike has no reason being on a 3 minute cooldown when people can spam up 6 Bile Titan oneshot rockets with EAT by the time it comes back up
The orbital laser can kill a factory strider eirh one use currently. I think a much fairer buff is to remove the 3 uses limit.
Honestly I agreed with everything you had except for the breaker incendiary I’d rather increase dmg and mag count while reducing round count over all 13 round stick mags 8 mags total
Buff: Orbital Rain cannon does %9000 more damage
Thank you! I found this useful a lot! Now I understood more how to build decks! 😊🤟🏻🫰🏻✨️
The laser should fs have no limited uses and am equal or shorter recharge than the barrages, as for the rail cannon strike give it the same cooldown as the precision. It can only kill one target at a time
I main the concussive whenever I run the golden eagle armor and it’s actually super fun and strong when running with a team of 4 you can manage small to medium ads while your team cleans up and deals with larger enemies
I disagree with the OPS, but only because I have a different idea. Give it 2 or 3 uses before entering a 100 second cooldown, similar to an Eagle rearm. Turn it into a dual or triple battery rather than a single. Keep all other stats the same. This would bring it more in line with the dev’s original intent of being a structure killer, and also allow it a little more utility to put it in line with its adopted intent of a heavy killer. I would like to see a change to the Eagle rockets. Remove the targeting entirely, but add a in universe equivalent to an AGM Maverick. Turn the rockets into a very fast area denial. Increase explosion radius, increase impact damage and explosion damage, double the rocket amount, keep durable damage the same, but make it more of a utility rather than a mostly forgotten and overlooked stratagem. Though I think it’s underrated in its current state, it doesn’t provide anything special other than damage. Maverick equivalent would be similar to a Spear shot. Single target, single missile, very high damage, very high durable damage, but not as much explosive damage. It’s a precise, targeted shot so there’s no reason to give it a large radius either.
No one remembers the adjudicator 😢
I think if concussive felt like pummeler prenerf it would be in a better state.
Make Helldiver armor work again 🗣️ we were already glass before the patch, but we wanted to be glass cannons. The nerf to our armor made us paper cannons and heavy armor is no longer being used.
IMHO the Liberator needs a little DMG buff (70->75 or 80, the same or above as the defender SMG, same DMG increase of 5 or 10 should used for Tenderizer and Adjudicator) and the same rpm as the Stalwart (640 -> 850). The other Liberators should also get a increase in rpm (700 for Penetrator and Concussive, 1150 for the Carbine, as in the limits of the Stalwart) to give mag dumps higher DPS. Higher rpms makes full auto less controllable, but the Liberators can also switch to burst or semi auto if the player needs it on longer ranges. At the moment the Liberators are on an odd balance: They do a lot more DPS than the energy rifles but run out of ammo and have higher recoil. Some SMGs do more dmg per shoot (do more one shoot kills) or have higher rpm (dps) or better stagger. They can used one handed to shoot back while running away and to carry a balistic shield or a mission objective. Shotguns have a higher DPS or better stagger or additional effect like setting enemies on fire. The Breaker Indicary and Cookout can be used to spray enemies hordes at long range and watch them burn to death before the can reach the player, making that weapons in a wierd way better at small enemies at long range than the assault rifles. Im not quite sure if higher DPS in mag dump situations would make the Liberators weak points (no unlimited ammo, two handed, ect) less bad, but IMHO the devs should give it a try.
The Liberator Penetrator is a good weapon to eliminate low health enemies with armor value 2 or 3 by using aimed semi automatic or burst fire. The problem is that there are no such enemies in the game. Most enemies have either armor value 1 and low health or armor level 2 & 3 and large health and/or additional damage reduction. For example: The Hive Guards head has an armor value of 3 and 175 health, so the Liberator Penetrator and Adjudicator only deal only 65% damage and 5 - 4 headshoots are needed for a kill. The Brood Commanders head has an armor value of 2 and 200 health, so Liberator Penetrator and Adjudicator should deal 100%, but the head has also had durable 60%, so only 40% of the standard damage is dealed and 60% of the durable damage. Thats 33 dmg for the Penetrator and 41 dmg for the Adjudicator, or 6 - 5 headshoots. So there is literally no reason to use anything else than full auto and magdump on that enemies. Without nerfing the durable damage of the Brood Commander heads and the health of the Hive Guards head the Liberator Penetrator isn't much better than the standard Liberator (that has more ammo and can still damage the body parts with armor value 1 & 2 of both enemies). The Adjudicator has still the higher dmg, making it possible to oneshoot more of the armor value 1 & 2 enemies. IMHO the Liberator Penetrator needs a least slight damage buff to be able to oneshoot Scavengers (the weakes enemy in the game) and rip of arms of Automaton Troopers and Hunters. 65 damage like the Liberator Concussive should be enough (same for the Redeemer Auto Pistol). A slight increase in ammo should be done too, like a 36 or 39 round mag to set it appart from the Adjudicator. Adjudicator does 80 dmg with 30 round mag = 2400 dmg per mag, 65 dmg 36 rounds would just below, 39 rounds just above 2400 dmg per mag. Stagger should also be increased to the level of the standard Liberator so the same enemies can be staggerd, and recoil should be reduced also to the same level make landing aimed shoots in semi auto or burst fire easier. Increasing the damage of the Penetrator to 70, the damage of the Standard Liberator to 75 - 80 and the Adjudicator to 85 - 90 and the Tenderizer to 100 would be even better. Even with this changes nerfs to Hive Guards & Brood Commanders head will still be needed so that a 3 round burst with all bullets hitting the head is a one shoot kill.
IMHO the non-impact grenades should get a greater outer radius to cover a wider area, that would be great for hit and run tactics or as first strike weapon. Increasing the armor penetration for the inner radius of the high explosive grenade from 4 to 5 would make it more effective against Hulks & Chargers than the impact grenade. BTW: if your loadout contains an EMS mortar or EMS orbital strike a buffed high explosive would be very effective.
All the Guard Dogs should get a Recall/Release function triggered by the "use backpack function" key already in the game for the Supply Backpack. Players could recall the Guard Dog if they want to sneak around enemies, and release it again later.
I will beat this drum until they fix it somehow: Eagles should not share rearm cooldown, unless a mechanic to make premature rearming an interesting choice is added. (and no, 10% reduced from that useless ship upgrade doesn't cut it)
No to the purifier automatically shooting. Or at least having a toggle for it Sometimes it’s nice to charge and wait for a bot to go by then shoot it. Having more control over your weapons is better. IMO the trade off for the charge time over the PP and the scorcher should be the ability to destroy fabs and bug holes. With a doubling in explosive damage.
I think the jetpack could be more like the dark matter canister by giving it an "overcharge" mechanic. Once it charges back up to full, it could slowly start overcharging (maybe the lights on the side start going from red, to yellow, to purple.) If you don't use it long enough, you'll get the dark matter jump and AoE.
it genuinely baffles me people actually use the concusive liberator lol
I agree with most of these except the orbital laser. I don't think it needs more damage. Instead I would just remove the use limit.
Orbital railgun just needs a cooldown reduction. It already onetaps every enemy in the game except factory striders, and if they were to one shot them, it would've been boring
Mines triggering on helldivers is one of the cases where it really should stay. I'm not a proprietor of "Realism is important", but this is the thing that really should stay, ASIDE from anti tank. Anti tank should not trigger on light enemies or helldivers, how real AT would work. That would give them a better utility and uniqueness. But normal mines should really be made viable some other way. Not being able to go wherever you threw them is not a problem, it's an aspect of the stratagem you should work around just like, say, orbital barrages
Tbh railcannon should just target multiple enemies so that it steps even further into that Anti-Tank role.
Starship trooper standard rifle: 60rnd mag 7.62x51 ap Helldivers standard rifle: 45rn mag 5.56 light ap, and had a bayonet in HD1 I think the liberator should have a mag increase and the lib penetrator should have more damage and an energy bayonet (Makes no sense to have less damage with ap and with a longer barrel which would give the bullets more muzzle velocity) All liberators should have 12 mags just like the first game. and all shotguns with stick mags should be 8 and drum mags should be 6 just like the first game.
Meh, I think we should still be able to trigger the mines. Enemies are able to trigger theirs, and besides more often than not it's kinda funny
I disagree on the purifier, change with how they talked about it. I was under the assumption that you'd be able to either super overcharge a shell or of consume multiple a ammo, and basically fire an overpowered pellet but be able let off at any time
I feel like the concussive definitely needs more damage or something. It's still not quite there.
I’m begging for a shield generator buff too. Way I see it, it could go two ways. Very durable, bigger radius and long lasting maybe even applying stun to enemies who walk through it (right now I always seem to get flushed out by berserkers). This would make it better for locking down areas like extraction and objectives. Or Reduce its cooldown and call in time significantly, so it’s a quick tactical shelter allowing you to stim, reload a support weapon, line up a shot on a heavy, or check your map. Maybe a stun effect here would be cool as well make it useful against bugs. Right now it kinda does neither, not lasting long enough to take advantage of a favorable position, and taking too long to call in to be throwing it while on the run from enemies.
I'm still trying to figure out what *balancing* means (in this game) Have there been complaints from the Bug and Bot 'communities' ?
Stop balancing the normal liberator to be on par of the variants. -Lib Pen: same stats as liberator + mid armor penetrantion -Lib Concusive: same stats as liberator + high stager -Lib Carbine: same stats as liberator + better rate of fire (and one handed) It should be treated as basic equipment and discarded as soon as possible.
Same, but the developers think it's strong (they play level 5s)
Anti-tank mines should not trigger on helldivers but anti-personnel should not oneshot
True tho it fits super earths lack of care for your life as irl anti tank unless defective can only be set of by infantry if it’s 1 trapped 2 your a big guy playing hopscotch on it
We need melee sidearms like chainawords and hammers.
Throwing knives should be elecric and stun enemies
Laser cannon is trash still
I think the ARs just need another damage buff across the board. In order of damage: Lib Conc: 90 Lib: 100 Lib Carb: 100 Lib Pen: 110 Tenderizer: 120 Adjudicator: 130 I think you can maybe add or subtract a 10 but the rifles should do progressively more damage.
Stop balancing the normal liberator to be on par of the variants. -Lib Pen: same stats as liberator + mid armor penetrantion -Lib Concusive: same stats as liberator + high stager -Lib Carbine: same stats as liberator + better rate of fire (and one handed) It should be treated as basic equipment and discarded as soon as possible.
@@Kharloz007 Why purposefully balance a game so that some weapons are not worth taking? That is shooting yourself in the foot and needlessly limiting the content in your game. Making the other variants better in every possible way over the base is not balancing at all.
@@acenine8149 I just meant the liberator, but I wrote that last sentence poorly. "Basic Liberator should be treated as initial equipment and discarded as soon as possible." The variants will always feel, and fall out of the meta because they are not a total upgrade from the basic version In the narrative the better equipment is reserved for the best helldivers (I. E. General Brasch personal shield)
The railcannon strike would be good if the cooldown was like 150 secs, like it kinda makes no sense when Eexpendable anti tank can easily kill 2 bile titans and it has only a 70 second cooldown. But if the cooldown was the same as precision strike why even take it anymore?
Yo shout out incendiary breaker for taking a nerf sledge hammer to the knees in order to get the game back on track and be fun again. He’s my dog for life now fr
Tbh i think the airburst needs way more than what it has right now. It has the longest reload time in the game and you cant stage it like the recoiless and its just a worse option than the grenade launcher in every single scenario except for really far targets. It should kill every small unit i aim it at. I hate shooting it at a poi just to see one dude call in a drop or a breach because the airburst only partially damaged one straggler. If id have chucked 3 or 4 grenades from the gl then it wouldnt have happened. Not to mention since you have to be at such a far distance to use it effectively you sometimes cant even get a good layout of where all the enemies are in the first place. Its just not good where its at right now and needs real changes to be viable over literally anything else which are more effective at their jobs.
You should submit the script to the feedback forum
The Orbital railcannon strike sorely needs a cooldown reduction, I see no reason to use it over the Orbital Precision Strike because it's cooldown is a lot less and it can be used to destroy bot detector towers.
i don't see a reason to use either. OPS went from my most used to least used by not killing heavies like it used to be able to.
@@konigstiger8518 it's got utility value on the bot front because 1 good throw will destroy a detector tower. It still can destroy tanks, but the target painter must be on on any part of the tank.
I had a list of guard dog changes. You know the mortar sentry upgrade that targets what you mark? Add that to the ballistic guard dog and give it medium pen. Dog breath is your support crowd control option, The Rover is your infinite ammo powerful chaff clear, and the ballistic your medium focused one with more punch for limited supply and breaks to reload.
This vid needs more traction
I still want to be able to fly with the jetpack and have to refill it.
Sterilizer I would love if it had more range and if the gas debuff lasted longer right now you almost have to be actively shooting it and using ammo to make a good effect in a horde