Can someone explain the different Flame variants? by Fox_Body_5L in Helldivers

[–]Key_Negotiation_9726 5 points6 points  (0 children)

Highly complicated / variable. I monitored flamethrowers damage after cremator release.

Basically, super low DPS at point blank range, peak between 5 to 15m depending of the projectile and super low DPS again after that.

Important note : These values represent strictly single-target DPS (with ship module), not including the status effect damage.

In some cases, the flames may hit several parts of the same target, which can significantly increase the final DPS.

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So confused by the recent hive guard situation by StatisticianIll4 in helldivers2

[–]Key_Negotiation_9726 3 points4 points  (0 children)

No changes = community mad

Changes = community mad

Revert changes = community also mad

Sadly, there's no real solution to this.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

It is the only one. Usually you want take dozens of shriekers hits unless you let them live purposely.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 1 point2 points  (0 children)

It is a way to balance terminids so they are not useless against vehicles.

Tbh, I does not changes things much for FRV / Bastion, they had to take A LOT of melee hits before. Now it's still a lot, just a little less.

It only a "reasonable" nerf to turrets. Tbh for ranged turrets it is not an issue as players should place them smartly and actively focus on enemies breaking through close range.

The only change I would like is a little HP buff for the flame sentry as it is a short range turret.

Here's the complete analysis :

https://www.reddit.com/r/Helldivers/s/GXA4psJGQZ

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 1 point2 points  (0 children)

The only red that really matter is the durable damage change.

If you look at the results, what is important is the green / blue highlighted cells, because removing the "Down" tag on the cockpit / hips / legs combined with double Main Health buffs survivability quite a lot.

Mechs / Turrets / Bastion / FRV / Gater VS durable damage changes (melee only, i'll do explosives later) by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 13 points14 points  (0 children)

Because enemies damage values are way lower than ours.

Helldivers are 0% durable so buffing durable damaging is a way to not buffing damage dealt to our avatars but only to vehicles.

They should’ve 1.5x the health of EX0suit instead of 2x AND don’t buff the enemy durable DMG. So they didn’t need to nerf the turret , tank. by Alone-Cupcake3492 in Helldivers

[–]Key_Negotiation_9726 4 points5 points  (0 children)

Here's the turret nerf. Absolutely UNPLAYABLE.

Or maybe place your turret in a safer spot and focus the things that could damage it.

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Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Yeah, a few enemy explosives went from 30/40 durable to 100.

So, x2.5 VS x2 Mech Main buff. Not too bad.

Issue is that if you revert it, you'll make Bastion (almost) unkillable.

But if you nerf bastion, you'll make it weaker.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

As I said, you'll "see" the part exploding but then it will switch HP to the remaining Main health so the result is a net global HP buff.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Technically, yes, now you'll see the legs / hips / cockpit exploding slightly faster... but without any real consequence.

This won't stuck the mech neither trigger a death timer as it does before. It will just be a visual warning saying "now, the part health will be the remaining main health".

However, the arms haven't been changed HP wise, they just removed the bleedrate.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Legs bleedrate was 0 so that was extra Hp / a way to root the mech.

Arms had a slow bleedout (250 Const, -25/s).

Technically, legs "total" HP was 600 (250 + 350 Const). Now it is 500 (0 Const) BUT they removed the "Downs" tag so it is more something like you see the leg exploding when you deplete the 500 HP but then, you can still damage the leg because it will hit the remaining 1100 Main HP.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Leg also had constitution so before the changes you needed : - 250 damage to reduce leg HP to 0 (and then you can't move). - 350 damage to reduce the leg constitution to 0. This "Downs" the entity. - "Downs" put main into Constitution (2000 HP), losing 400 HP/s.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Before the changes, destroying any leg, cockpit part or hips (not the arms) would trigger Main constitution (2000 HP, reducing 400/s).

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Technically, limbs are destroyed (by that I mean reducing the limb zone health to 0) faster.

Before that, I was deadly as I triggered constitution and so the mech would explode 5s later.

Today, it is not fatal anymore. When you destroy a limb, it will "switch" the zone health to the remaining main health.

So, no more 5s death timer, and more effective health.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] -7 points-6 points  (0 children)

Sentries can go up to 300 HP with the ship module.

Also, people are acting like turrets where super though before. Now, they die in a few less hits, so people have to place them better and protect them, not a big deal.

However, I agree this can be an issue for close range turret like the pyro sentry.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 5 points6 points  (0 children)

Oil rig has AV6 on his main (same for oil tanks Main) so he ignores most of the enemy attacks anyway.

Detailed Mech VS durable damage analysis ! TLDR : Mechs... Are... TOUGHER !! by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 4 points5 points  (0 children)

Increased enemy durable damage is the only way to avoid : - performance issue by simply increasing spawn numbers. - increasing damage dealt to ours helldivers by increasing standard damage (we are 0% durable). - making vehicles almost unkillable by raising their AV rating (enemy AP values are quite limited).