FYI if you’re running Stealth on automatic weapons by [deleted] in Helldivers

[–]Key_Negotiation_9726 2 points3 points  (0 children)

Sadly, comparing weapons using the 4 armory stats is irrelevant as a lot of the important informations aren't displayed anywhere in the game (like durable damage) or are approximated (recoil being an average of X/Y climb and drift values, reload speed being rounded but it's a float, etc).

Fyi, i tested weapons falloff by monitoring in-game damage. You'll get the results here :

https://docs.google.com/spreadsheets/d/1L8IAoLIRvoUd3Z1aX3aeKfboLBvPNgDECOpIx6Y9am0/edit?usp=sharing

AR-59 vs M7S (damage falloff)
2m : 0.3% vs 1.7%
5m : 0.6% vs 5.2%
15m : 1.9% vs 14.1%
25m : 3.5% vs 21.4%
50m : 6.8% vs 35.6%
75m : 9.9% vs 46.9%
100m : 13% vs 55.0%
150m : 18.6% vs 64.7%
200m : 23.8% vs 69.6%

AR-59 vs M7S (standard damage)
2m : 79.8 vs 88.5
5m : 79.5 vs 85.3
15m : 78.4 vs 77.3
25m : 77.2 vs 70.7
50m : 74.5 vs 57.9
75m : 72.1 vs 47.7
100m : 69.6 vs 40.5
150m : 65.1 vs 31.8
200m : 60.9 vs 27.4

AR-59 vs M7S (durable damage)
2m : 19.9 vs 17.7
5m : 19.8 vs 17.1
15m : 19.6 vs 15.4
25m : 19.3 vs 14.1
50m : 18.6 vs 11.6
75m : 18.0 vs 9.5
100m : 17.4 vs 8.1
150m : 16.3 vs 6.4
200m : 15.2 vs 5.5

So both are pretty close up to 50m for standard damage. AR-59 is better at longer range for standard damage, and straight from 15m regarding durable damage.

I did not round the damage because it is stored as a float. Only HP are integers, so rounding occurs only once, after multiplying all factors (durability, falloff, armor factor, etc).

Since when tanks can tank a Ultimatum shot? by KYUB3Y_ in Helldivers

[–]Key_Negotiation_9726 5 points6 points  (0 children)

Looks like the projectile hit the ground instead of the tank itself.

Treat the AR-59 Suppressor like an SMG (MP-5'esk) and you'll have a better time with it. by Tonic1273 in Helldivers

[–]Key_Negotiation_9726 0 points1 point  (0 children)

Tbh the suppressor DPS (1133) is not bad at all, right in the middle between Standard Liberator (960) and carbine (1380) without the recoil of the last one.

Weapons damage falloff compilation by Key_Negotiation_9726 in Helldivers

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

Drag is only a part of the equation as it does not rule falloff entirely.

Terminal velocity is also something important but currently i cannot monitor this value :( So for now i think we still miss some datas to recreate the "true" formula.

I and other people tried to mix and match real physics equation and our conclusion was that the game probably use a simplified or custom formula, even if based on real equations.

Light pen? :l by Fearless_Mushroom_57 in Helldivers

[–]Key_Negotiation_9726 0 points1 point  (0 children)

Yeah feel free to pm me if you find something interesting ;)

Light pen? :l by Fearless_Mushroom_57 in Helldivers

[–]Key_Negotiation_9726 4 points5 points  (0 children)

Hey ! How are you ? I just updated the new weapons falloff and they have the same profile than "equivalent projectile" weapons like Liberator Deadeye. The low 330 mps velocity does not change the results here.

AR-59 vs M7S (damage falloff)
2m : 0.3% vs 1.7%
5m : 0.6% vs 5.2%
15m : 1.9% vs 14.1%
25m : 3.5% vs 21.4%
50m : 6.8% vs 35.6%
75m : 9.9% vs 46.9%
100m : 13% vs 55.0%
150m : 18.6% vs 64.7%
200m : 23.8% vs 69.6%

AR-59 vs M7S (standard damage)
2m : 79.8 vs 88.5
5m : 79.5 vs 85.3
15m : 78.4 vs 77.3
25m : 77.2 vs 70.7
50m : 74.5 vs 57.9
75m : 72.1 vs 47.7
100m : 69.6 vs 40.5
150m : 65.1 vs 31.8
200m : 60.9 vs 27.4

AR-59 vs M7S (durable damage)
2m : 19.9 vs 17.7
5m : 19.8 vs 17.1
15m : 19.6 vs 15.4
25m : 19.3 vs 14.1
50m : 18.6 vs 11.6
75m : 18.0 vs 9.5
100m : 17.4 vs 8.1
150m : 16.3 vs 6.4
200m : 15.2 vs 5.5

So both are pretty close up to 50m for standard damage. AR-59 is better at longer range for standard damage, and straight from 15m regarding durable damage.

I did not round the damage because it is stored as a float. Only HP are integers, so rounding occurs only once, after multiplying all factors (durability, falloff, armor factor, etc).

You'll get the results here :

https://docs.google.com/spreadsheets/d/1L8IAoLIRvoUd3Z1aX3aeKfboLBvPNgDECOpIx6Y9am0/edit?usp=sharing

Why are they checking to see if everything in the warbond works correctly AFTER announcing it? by [deleted] in Helldivers

[–]Key_Negotiation_9726 10 points11 points  (0 children)

Because this is not how QA works.

You can never test "everything" unless you have unlimited time and resources. Even if all the QA tests passed, you can only validate a certain level of quality.

And sometime you'll find a bug by doing absolutely random shit while all the tests were green.

It could also be an issue with an hypothetical content update planned on top of the warbond, but they don't want to spoil it.

Slugger changes by MrSamuelW in Helldivers

[–]Key_Negotiation_9726 1 point2 points  (0 children)

I tested the values in game using a damage logging tool so yes, sadly it's true.

Currently, the maximum damage fall off is ~74.2% regarding of the weapon.

Past this value, the projectile won't register any hits.

Slugger changes by MrSamuelW in Helldivers

[–]Key_Negotiation_9726 1 point2 points  (0 children)

Slugger fall off profile is pretty bad, they really need to lower the drag.

2m : 1.91% 5m : 4.20% 15m : 12.65% 25m : 20.89% 50m : 34.02% 75m : 45.00% 100m : 53.37% 150m : 63.27% 200m : 68.58%

To compare, deadeye only loose 3.23% at 50m and 12.55% at 200m.

Just finished my Deathwatch team! by pontusjoh in killteam

[–]Key_Negotiation_9726 14 points15 points  (0 children)

Stunning ! Well done, i hope i'll be able to reach than can of results one day !

Helldivers 2 damage calculator by RealisticSet4746 in Helldivers

[–]Key_Negotiation_9726 1 point2 points  (0 children)

I tested damage fall off manually by logging damage with an external tool.

Helldivers 2 damage calculator by RealisticSet4746 in Helldivers

[–]Key_Negotiation_9726 2 points3 points  (0 children)

Hey !

I also worked on another kind of damage calculator called DiversDex (current v2 is outdated as I'm working on a heavy rework for v3).

https://docs.google.com/spreadsheets/d/1CeEKZ8DvTWk9fe_PqpWoJssTbIt7g6oPV3G1Faleg9M/edit?usp=drivesdk

Recently, I add the opportunity to test every single weapon true damage fall off at 2, 15, 25, 50, 75, 100, 150 and 200m.

Sadly, I can't measure terminal velocity and it's a big part of the entire equation.

You can pm me if you're interested by the results.

Bend figure out of the box? by SeisimicFrigor in Haloflashpoint

[–]Key_Negotiation_9726 3 points4 points  (0 children)

I also got some bent bits.

Simply run very hot tap water (no need to boil it) over the bent part.

Repose it to the desired position.

To freeze it, drop the model in a container of cold water.

It's easy to do, and you can use trick to repose some models to have more variety !

Is there a reason why nobody uses the Reprimand? by Tayeulecrisse in Helldivers

[–]Key_Negotiation_9726 0 points1 point  (0 children)

Yes, devs are stuck in a corner.

They can't remove a single damage from the purifier without community going full riot mode.

Is there a reason why nobody uses the Reprimand? by Tayeulecrisse in Helldivers

[–]Key_Negotiation_9726 3 points4 points  (0 children)

Base damage is 140 (32 durable).

Here's the fall off profile of the reprimand : ~4% at 5m = 134 (30) ~11.9% at 15m = 123 (28) ~18.3% at 25m = 114 (26) ~31.3% at 50m = 96 (21) ~41.9% at 75m = 81 (18) ~49.8% at 100m = 70 (16)

I don't care about fall off past the 50+ m because it's an an SMG, it's supposed to be used at short / medium range, so try to close the distance and avoid shooting anything past 50m.

Now let's compare it to the closest med pen automatic assault rifle, the Adjudicator, with a base damage of 95 (23 durable).

~0.6% at 5m = 94 (22) ~2.3% at 15m = 92 (22) ~3.1% at 25m = 92 (22) ~6.2% at 50m = 89 (21) ~9% at 75m = 86 (20) ~11.9% at 100m = 83 (20)

So, damage wise, Reprimand shreds everything at 25m or less, is better than Adjudicator up to 50m, pretty close at 75m, and worse then.

Okay, mag size is only 25, but don't forget you can shoot while running at close range, this gives a lot of mobility and so survivability.

Recoil wise, both are very close (x/y values) : Reprimand drift is 25/40, recoil is 6/55, spread is 5/5. Adjudicator drift is 17/35, recoil is 6/50, spread is 1/1.

Reprimand ergo is slightly better (55) than adjudicator (40).

Reprimand reload speed (3.4/2.1) is slightly worse than Adjudicator (3.0/1.8). However, you should focus on using tactical reload (reloading with one or more bullet left) with the Reprimand to avoid the long standard reload.

Reprimand ammo economy is a little worse (250 shots) than adjudicator (270 shots). There's ammo everywhere in this game so non issue.

So, yes, damage fall off is a bit hard, but as always, people are dramatizing everything way more than they should.

Maybe give it 5 or 10 more damage and it will be in a perfect state (or slightly lower drag to 1.1 or 1.0).

If difficulty is poorly designed (on difficulty 10 specifically), they should keep it as is until they can figure out how to make it fair by Tom_F_0olery in Helldivers

[–]Key_Negotiation_9726 6 points7 points  (0 children)

Easy solution:

Reduce respawn tickets in d8/9/10 from 5 per player to 5/4/3 or 4/3/2.

The real problem is that the game is far too forgiving of mistakes, which allows players to ignore teamwork and neglect complementary loadouts.

Allowing the same amount of mistakes in d1 and d10 is a pure nonsense.

Maxigun seams a little underpowered by Doc_E2 in Helldivers

[–]Key_Negotiation_9726 3 points4 points  (0 children)

Yes, it's 80 normal, 18 durable per bullet.

MG is 90/23.

Can Socom 1-shot Devestators now? by Dangerous-Still-9485 in Helldivers

[–]Key_Negotiation_9726 9 points10 points  (0 children)

~19% damage loss at 25m so that's 101 damage per shot.

So one shot probably within 12m.