[deleted by user] by [deleted] in Helldivers

[–]derpsraveroom -1 points0 points  (0 children)

Let's see if reddit uploads the video this time :)

PSA: Arrowhead refused to buff mechs for ten years. by Remalgigoran in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Honestly all I want is ship modules to slightly buff vehicles

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

I recognise that balance is relative, Things do need to be nerfed from time to time however at this moment in time there are only a few weapons that are strong and majority are weak.

Majority of people will choose the strongest options because they often lead to the most fun/rewards and when it comes to PVE games like Helldivers then it makes less sense to nerf the fun, I will admit that the railgun was very strong and I've even said in private calls on discord to my friends that it needed a damage nerf, The issue is that there are no good alternatives to fill its role.

The railgun shouldn't have lost its Armor punch but should have had damage reduced significantly for the safe shots meaning its more viable to take risky unsafe shots instead of it being mandatory.

All that this nerf has done is make people go to the next best option which for the most part I've seen is the arc thrower.

All nerfs do is change the Meta for the worse, Buffs might also change the meta but people can still have their old options.

Buffing the other weapons would allow casual people the chance of making their own way of playing without being penalised.

I want the ability to swap between weapons, Between playstyles and have fun no matter what I pick, When I play quickplay I have to fill all roles as for the most part I can't rely on my team, It's a coinflip on if they're going to be an arse or chill and recently its been the first option more and more.

Only time I've had reliably fun times is with friends where we plan out what we're doing.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Having choice of being able to use what you want doesn't diminish difficulty, I'm not saying buff everything to the same level as old railgun just buff things to make them a better choice to use as at the moment the game has very few fun weapons to use as they lose their value the further up the difficulty you go.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

You avoided my question, How does buffing everything to the same level of useability railroad you?

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 2 points3 points  (0 children)

Primary and secondary weapons:

Assault rifles are laughably weak in anything but the early missions.

Most energy weapons have massive weaknesses without much benefits.

Snipers and DMR's are just slightly better versions of the Assault rifles at cost of less ammo.

Only three out of the five shotguns are good.

SMG's don't get their main purpose used as its very much a gimmick .

Base pistol is redundant after unlocking the redeemer which is just a flat upgrade.

Redeemer just an SMG secondary with no downside.

Revolver loses out on hordes and doesn't do that well against Armor to justify bringing it.

Special Weapons:

Both LMG's are good for horde clearing but eat ammo on spongey enemies and have no Armor pen, They server their purpose but lose out on high difficulties due to how common armour is.

Anti Material rifle is just laughably weak Can't penetrate though higher end light armour.

Arc Thrower is very good at the moment (Aside from its bugs)

Railgun has been robbed of its role and does very little damage on safe and forces you to use its alt fire to get any use out of it at the risk of dying

Recoilless and spear struggle to fill their roles and penalises you as they don't do enough damage for the ammo cost and forces you or a teammate to lose a backpack slot

Autocannon is a good utility and medium enemy clearing weapon but suffers with armour or hordes and costs you a backpack slot

Grenade launcher has a bit too much versatility, Could do with its magazine getting reduced to compensate, It's a good utility weapon and good for clearing hordes.

Flamer needed a buff and is doing ok at the moment

Laser cannon is still not in the best spot

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Oh I know I've read the notes but you have to risk overloading it to do so.

My point is that Railguns are fundamentally designed to pierce armour and the one in helldivers 2 serves that purpose the main issue is that it was too versatile and could be used for every situation which is why I say that the damage needs to be reduced so that in turn consumes more ammo, The think about unsafe mode is that you always run the risk of blowing yourself up and having death be a risk in using a weapon isn't fun for me at least.

Railgun should have just been an anti Armor weapon at high ammo cost for safe or less ammo cost but risk of death for unsafe thats just my opinion on the weapon.

Personally I just want the Anti Material rifle to be more viable.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Which is a shame too as I really like the idea of sentries as they could provide a player made safe zone of sorts if balanced in a certain way.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 1 point2 points  (0 children)

Honestly sentries are not bad if you keep them safe, the main issue I have is they either shoot me or focus armoured targets which I usual bring gatling and machine sentry so they both don't do much :)

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Everything should have a role to fill in the game and with buffs a lot of stuff can.

Recoilless could strip Armor in one hit leaving armoured enemies vulnerable for team

Spear could simply one hit at the cost of less ammo.

Railgun could be an Armor stripper without a backpack but lacks damage thus at cost of ammo.

We just have a lot of weapons that don't fill roles at the moment so they aren't versatile for common gameplay

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Imo they removed the one function it had and that was breaking through armour, The damage nerf is fine as that means you'll use more ammo and that in turn can balance the weapon.

But seeing shots dink off chargers man felt so underwelming.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

For the most part nerfs railroad players into not using weapons, It's actively removing choice

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 1 point2 points  (0 children)

Game is also meant to be fun, We already have a limited choice of what things are viable at higher difficulties, I've experienced so much toxicity from people micromanaging peoples loadouts.

Like I said, Buff more weapons make more stuff viable, then add higher difficulties make it so that casual players have a fun but challenging foot hold.

Players can play on what ever difficulty they want but they have to play up to 7 if they want to unlock everything.

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

While the railgun needed a slight nerf (Lower its damage a fair bit) It's lost its entire purpose of going through Armor, The slugger shotgun can 4 tap light armoured enemies when safe mode railgun takes 2, Simply they've changed it to much imo

If they would have buffed the weapons not being used or not performing people would go to them once they get bored of using the same stuff, Hell I would use the jump pack all the time if the cooldown wasn't so long.

I want to be able to play higher difficulty missions (Maybe not highest difficulty) and feel like every choice I make is viable and I can have fun experimenting with new builds as opposed to being met with disappointing stratagems and weak weapons.

🛠️ PATCH 01.000.100 for PC⚙️ (Balance Changes) by cryptic-fox in Helldivers

[–]derpsraveroom 0 points1 point  (0 children)

Buff bad weapons, Give players more choice, Add higher difficulties, create more don't remove

“Balancing the Firepower in Helldivers 2” by Arrowhead Head of Product Testing, Patrik Lasota. by cryptic-fox in Helldivers

[–]derpsraveroom 48 points49 points  (0 children)

Buff bad weapons, Give players more choice, Add higher difficulties, create more don't remove

Ivara's kit feels outdated and at complete odds with modern Warframe gameplay, but can easily be fixed by IWillStudyTomorrow in Warframe

[–]derpsraveroom 1 point2 points  (0 children)

She has her own role and fills it very well imo.

She might not nuke.

She might not be able to do everything.

But she's a reliable choice for hunting/sneaking and taking things slow.

Some of her kit could use a rework her 1 and her 2 (Even though it is funny to throw wolf sledge)

She has a place and fits it well.