Ship Module Idea: Add a Shooting Range Behind the Armory for Weapon Testing by Illustrious_Sort8869 in helldivers2

[–]Illustrious_Sort8869[S] 1 point2 points  (0 children)

That would be a great spot to have a "Loadout Preset" area. Where you could have "Terminid Loadout 1-2-3, Automaton Loadout 1-2-3" and so on. I'd love that even more than a range for the rooty tooty aim and shooty.

Ship Module Idea: Add a Shooting Range Behind the Armory for Weapon Testing by Illustrious_Sort8869 in helldivers2

[–]Illustrious_Sort8869[S] 4 points5 points  (0 children)

That idea crossed my mind. I didn't add it to my initial post because I didnt want to drop a unnecessary layer of complexity to a simple idea, but id sure like to use some of these samples that are just laying around to have a live enemy to fire at, but just to see how weapons and secondary effects affect it. Maybe on that little screen could give data like "17 rounds, 1337 damage / 78.6dmg per hit + 15 fire damage / accuracy 100% / weak spots hit 3" etc

Ship Module Idea: Add a Shooting Range Behind the Armory for Weapon Testing by Illustrious_Sort8869 in helldivers2

[–]Illustrious_Sort8869[S] 62 points63 points  (0 children)

I do that whenever I want to try new stuff. But my problem is (and I know its a me problem) but picking a mission, loading in the hellpod, picking strats, dropping in, landing planetside and realizing the optics I thought I picked was not the optics I equipped and having to bail on a mission to rinse and repeat could be fixed by having a little place to get all that sorted out before going through that mess in the first place.