This episode we talk about Escalation of Freedom, we do a Primary Weapon Buffs Tierlist, and talk about SUPER Helldive Difficulty. In this META podcast of helldivers.
#helldivers2
Cohosts:
CrazyMrPipz https://www.youtube.com/@Crazymrpipz
Phaseshifter https://www.youtube.com/@PhaseShifter
Claysthetics https://www.youtube.com/@Claysthetics
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Probably controversial, but for the adjudicator? Revert it.
Make it feel like a proper battle rifle, it’s literally a FAL design. On top of that buff its damage to match the pace of other DMRs.
The adjudicator was a DMR at the lowest point of community sentiment toward DMRs, making it an AR was an overreaction. In its stead for a medium armor pen AR, buff the damage of the Lib Pen
1:03:41 clay that was a FANTASTIC question. Purely logical thinking. Imma watch u now
Ideally my rework or buff to the liberator concussive would be to make it the true Liberator Explosive it was meant to be.
Give it the 90% durable damage and an AoE damage radius. Keep the low fire rate and the lower magazine count.
I'm not usually into nerfing things, but I think we need to take a look and the Breaker Incendiary. Much like the original Breaker, it's just too good for Horde clearing, and no offense intended, but it's definitely the single most faceroll primary there is.
I think I have a nice fix for mines.
The thing already spins around like yard sprinkler. Why not have it shoot out some iridescent dye marking the perimeter of where the minefield is for us to see. At least then you'd know you're entering a minefield.
I would like to see charges for mines like air strikes do. Also the ability to deactivate and reactivate them.
Also a ship module upgrade that makes all the machine guns drop down with its own belt fed ammo pack. Increase the ammo pool and negating the need to reload but needing to be mindful of overheating. This would also free up one strategem slot.
This episode is like the Mount Rushmore of hellDivers YouTube. Hope you guys keep this up. I'm a little worried about the future of the game because of the lack of content updates and with space Marine coming out we will lose a lot of players to that game. But this crew is keeping it alive, at least for me
It’s should cost req slips to travel to any non major Order or objective planet that would fix a lot
On the one comment that said “I want to feel like a grunt, nerf everything.” The funny thing is that, while we are expendable, we are still considered special forces amongst all of Super Earth’s units. While we are many, we are still the best of the best. It should feel like it. I want to rip and tear like Doomslayer while still feeling the heat of facing overwhelming odds as a Spartan.
This game should not be balanced by how good our weapons are. Guns and stratagems are solutions to the challenges we face. Those challenges the game throws at us is what should generally be adjusted to make the game “balanced.” Overcoming challenges is what makes this game fun. Sure, not everyone has the time to achieve high skill levels. But that’s what lower difficulties are for. Just because people complain about having a skill issue, that doesn’t mean you need to make the game easier. It means they’re not as good as others and that’s okay.
However, I think the biggest complain regarding this is in fact how terrible guns feel to play with. If the devs make it so that guns and stratagems feel like they obliterate enemies in a reasonable fashion, that will feel awesome. But if the challenges that are thrown at us feel boring or cheap (or bs), then that’s not fun. Especially when our method of overcoming them are neutered.
I hope the devs make this game difficult. But make it fun to overcome the challenges that make it difficult.
Devs seriously need to give armor its own diversity and identity. This game shouldn’t just be a fashion show. I genuinely thing almost every set of armor should have slightly or majorly differing stats amongst each armor tier to make one worth grabbing over another. Each should have matching passives that make it better in its own right. Helmets should have their own benefits or abilities as well. Not everything needs to be cosmetic. However, I do think if an overhaul like this were to be done, each type of armor should have different appearances and customization to fulfill those fashion divers’ desires. The customization both on a cosmetic and practical level is so underdeveloped in this game. I know it will be worked on in due time but it pains me to see how lackluster it currently is.
if the devs reserved super helldive for the peak HD2 players that would be fine. If they made it a 5-20% success rate like you all were saying, it should come with a special Icon, tag or something like a veteran status. IDK.
I also think that the devs need to apply perks/abilities to capes. missing a huge opportunity there.
I kinda want them to link headshot resistance to helmets, like, helmets that match heavy armor sound reduce the damage by a larger amount or something.
How crazy would it be a diff 10 map where u run both factions so 2 in the team gotta prepare for bot encounters and the other 2 for bugs. Insano haha
1:31:00 What if the Scythe was a semi-auto fire variant of the Sickle that allowed you to charge up to 3 shots into a single shot by pressing the reload. Almost like the Minutemen Rifle in Fallout 4. It would be really neat to see it be an energy-based DMR/Marksmen rifle (Comparable to the diligence) with 100 damage per shot but 150 with a double charge and 170 with triple charge.
@thicc for ideas the Devs could look into ( I don't use X / yet or Discord or Reddit! – New ammo. Types in a Gun Workstation – Stun rounds / Ems rounds either for Primary or Secondary bullit type weapons. Obviously Gas rounds or Biological rounds. Dark matter energy rounds. Gun custom options for AR allow 10 option areas but you can only choose 5 or 6 max similar to COD games of the past. ( Silencer , stock, for grip, scopes/ sights, under barrell or grenade launcher, extendable mags, longer gun barrell for range, reload speed mechanics,etc etc )
Jump pack – Jet pack dark matter inspired but with following – lower cool down, 10 jumps ( 10 second cool down per jump ) then a warning comes on so if you use the pack 10 times in less than 120 seconds you've over heated it the 11 with explode or you can shoot it and turn it into an improvised I.ED etc. or allow it to cool down for 60 seconds then refuel by calling in (Refuel pods) for the packs for the Fire weapons and for vehicles. Repair pods call in for fixing vehicles etc. We've heard that there maybe Medick packs etc so all this gives players more options to call in relevant support etc. and there's soo much they can do with armour workshops like mix and match passives with other main armour perks, create new armour perks such as impervious to EMS or stun effects. Just soo much the game could so amongst things like eagle guns ship support call ins or small flying drone vehicles you can pilot etc.
To counter the time on ground from ragdoll, there should be a booster, or an edit to a booster, that lets you get back to your feet faster. Also, I think you should be able to use the jetpack while prone as an escape mechanic, but you might take a little damage to do so.
Completely unserious to not even put the breaker incendiary in nerf
I was just thinking about this: What if stratagems cost Req slips?. You get a certain number of freebies but then they start costing.
Someone else may have mentioned it. I'm too lazy to read all the comments.
I like the idea of a more difficult/immediate mission objective. Would be cool to have a mission or something where you set up a portable radio tower with an HP bar and have to defend it while you set it up and relay information back to Super Earth. We do have the base defense, but something like this would be interesting because you could use the terrain around you to set up a tactical position to drop the tower and defend around it.
The purifier need to be full auto