Balancing Every Stratagem in Helldivers 2

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  • เผยแพร่เมื่อ 27 ต.ค. 2024

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  • @arcticnomads
    @arcticnomads 2 หลายเดือนก่อน +710

    I feel like orbital railcannon should 1 shot literally anything currently in the game to justify that cooldown

    • @castlesbard1547
      @castlesbard1547 2 หลายเดือนก่อน +150

      Also the fact that it's a ship mounted railcannon aiming at, for the most part, literal insects.

    • @saltire_2825
      @saltire_2825 2 หลายเดือนก่อน +145

      It’s niche is a “delete this” button. It can only kill one thing at a time. Of course it should kill anything it hits.

    • @roar104
      @roar104 2 หลายเดือนก่อน +70

      the only thing it shouldn't one hit is the ATAT

    • @saltire_2825
      @saltire_2825 2 หลายเดือนก่อน +4

      @@roar104 true

    • @CrunchyLeaf10
      @CrunchyLeaf10 2 หลายเดือนก่อน +55

      ​@@roar104I dont think it'd be too overpowered if it did, maybe on a 6-7 but with how many of them spawn on 9-10 id say it'd still be pretty fair. Or they could have a ship module to upgrade to do biles and ATATs that way it's more for people that do the higher levels anyway

  • @matthewsteele99
    @matthewsteele99 2 หลายเดือนก่อน +701

    SEAF Artillery: tell in the strategem menu what shell is loaded and primed to fire

    • @sillywilly6919
      @sillywilly6919 2 หลายเดือนก่อน +93

      Could also remove smoke shells for bug maps and remove napalm for bot maps. Also make smoke shells explode in like a smoke cluster instead of literally just being a regular smoke grenade

    • @matthewsteele99
      @matthewsteele99 2 หลายเดือนก่อน +34

      @@sillywilly6919 also make the SAMS have increased effective range

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน +30

      @@sillywilly6919I like that. SEAF is smart enough to know what shells would be useless for each faction, and wouldn't waste resources shipping smoke shells over to the bug front

    • @ThePutativeFrosty
      @ThePutativeFrosty 2 หลายเดือนก่อน +9

      It does sometimes it's bugged

    • @Andyisgodcky
      @Andyisgodcky 2 หลายเดือนก่อน +5

      It used to do this, it stopped for some reason

  • @simonphoenix3789
    @simonphoenix3789 2 หลายเดือนก่อน +308

    you know, the charger could have been done so much better for the behemoth. It could have been made faster, with a deadly charge but conversely takes longer to turn around and restart a charge, while keeping it at the same health as the regular charger. Instead we just got a spongier version of the charger.

    • @dyroth
      @dyroth 2 หลายเดือนก่อน +21

      Agreed, so boring and lazy

    • @roar104
      @roar104 2 หลายเดือนก่อน +2

      that's because the behemoth was a higher armor version of the tank (HD1 charger)

    • @xunzhe1559
      @xunzhe1559 2 หลายเดือนก่อน +15

      I mean in the first game they made it so that the second charger variant doesn't have a butt weak point for primary weapons which makes them only killable with anti tanks
      feel like that would've been way better than just a sponge we have now lmao

    • @Joemama-xw2wy
      @Joemama-xw2wy 2 หลายเดือนก่อน +2

      I would actually prefer they make the behemoth charger slower. That way it’s actually having more downsides than slower turn rate and such, differentiating it from the spore and regular charger

    • @RoyaltyGhosts
      @RoyaltyGhosts 2 หลายเดือนก่อน

      @@roar104were years past the old game so much new changes were made, I don’t even even think bugs slowed on hit in HD1

  • @ZoeBios121
    @ZoeBios121 2 หลายเดือนก่อน +59

    "we hear you, using energy weapons on hot planets makes it explode and kills the helldiver"

  • @PARAN0IDxGERBIL
    @PARAN0IDxGERBIL 2 หลายเดือนก่อน +108

    Unpopular opinion: mechs are totally useless and can’t possibly ever be worth taking unless either
    A: Cooldown reduced to 5 minutes or less
    B (preferable): vehicles get their own, separate vehicle stratagem slot. Would make more sense when APC’s and stuff from the leaks get implemented.

    • @SerPandemonium
      @SerPandemonium 2 หลายเดือนก่อน +22

      The separate vehicle slot actually sounds like a great idea
      I will say though, against bugs, the mechs aren’t bad at all
      They aren’t walking tanks they’re walking weapons platforms

    • @Auzzymandias
      @Auzzymandias 2 หลายเดือนก่อน +4

      ​@SerPandemonium unfortunately at higher difficulty they are pretty bad. Left side weapons don't aim straight and the autocannons and rockets burn too much ammo on one charger or titan.

    • @SerPandemonium
      @SerPandemonium 2 หลายเดือนก่อน +10

      @@Auzzymandias I play high difficulties and I assure you they are viable.

    • @jamesThebulbmin
      @jamesThebulbmin 2 หลายเดือนก่อน +6

      Double mech health and give them medium armour and bring back the heal gun

    • @plantherum2365
      @plantherum2365 2 หลายเดือนก่อน

      Theyre pretty good rn for getting out of an infinite swarm loop, but yeah a seperate slot for them would be nice

  • @2600baud
    @2600baud 2 หลายเดือนก่อน +62

    What about this idea for eagle smoke.
    Eagle Smoke: As well as blinding the enemy creating a shroud they cannot see through. If enemies venture into or are already in the smoke they get confused and shoot or slash at each other.
    The smoke masks the IFF of the bots and plays havoc with the bugs pheromones and eyesight making them attack each other.

  • @Rkmer28
    @Rkmer28 2 หลายเดือนก่อน +194

    I had the craziest dream that Dough was reading the greatest balance patch notes of all time.

    • @andilekhumalo9598
      @andilekhumalo9598 2 หลายเดือนก่อน +4

      There's only one logical step forward from here, what say you of the next lottery then?

    • @0bsidianas
      @0bsidianas 2 หลายเดือนก่อน +2

      This is only strategems, we still need primary, secondary and armor buffs. Also still need rework fire damage mechanics, disable spawning control limits, allow us to land where we want. Teach us how to swim, remove the need for two players open the bunker.

    • @jscotch2879
      @jscotch2879 2 หลายเดือนก่อน +1

      Nah these balance patches are wayyyy out of line. Some are well needed others are just too much.

  • @Scappo
    @Scappo 2 หลายเดือนก่อน +175

    I think every last Sentry turret should be given Target Designation like the mortars have with the ship upgrade. It is insane to me that space-marines can't tell their own turret where to fire via their in-helmet HUD

    • @johhnythebat
      @johhnythebat 2 หลายเดือนก่อน +5

      what is this in helmet hud you speak of? the only thing with digital wireless connection that super earth provides is on the left forearm. You over estimate the capability of the gov'mint issued gear from SEAF my friend.

    • @vardamir0397
      @vardamir0397 2 หลายเดือนก่อน

      @@johhnythebat clearly, they've never been in any military to consider this a design problem. Mil stuff cuts incredible corners to be more cost effective, but hey, as the saying goes: if it's good enough for the queen...

    • @theyehsohz
      @theyehsohz 2 หลายเดือนก่อน +1

      The mortar targeting isn’t even working, not even suggestively.
      If there’s nothing around and you fire a commando, your own mortar will demolish you lol

    • @johhnythebat
      @johhnythebat 2 หลายเดือนก่อน +2

      @@theyehsohz it works just not up to what people expect, you have to have the target marked before the turret is finished with its last barrage

    • @jesperwinther5964
      @jesperwinther5964 2 หลายเดือนก่อน

      @@theyehsohz It works exactly as it should?

  • @Kenny-yu6gc
    @Kenny-yu6gc 2 หลายเดือนก่อน +264

    The problem with the hunters is that they can sometimes feel more tanky whenever you land shots on their appendages, wings and not their face/body. With their movements and jumping, you tend to land shots on their limbs/wings, which functions like armor. I notice this a lot with the verdict pistol (10 rounds per mag) that if I don't land the shots on the body or head, then it takes way more shots than the hunter deserves.

    • @NSDP15
      @NSDP15 2 หลายเดือนก่อน +6

      Arc Blitzer is a hunter's worst nightmare and has surprisingly great range just don't have a teammate anywhere on your screen

    • @bobrocker1019
      @bobrocker1019 2 หลายเดือนก่อน +4

      @@NSDP15what’s odd is that I can reliably one shot commanders (not sure about alphas, haven’t played in a while) with the blitzer but I have problems one shotting hunters.

    • @Sombriage
      @Sombriage 2 หลายเดือนก่อน

      Bushwhacker can 1 shot them rather well. Rather versatile weapon against the bugs since it can also one shot Alpha Commanders using the secondary fire option and 2 shot Stalkers while stunning them.

    • @Greycobalt
      @Greycobalt 2 หลายเดือนก่อน +8

      Hunters are probably the enemy type that most benefit from the split HP pool mechanic, but that also means they could easily be tweaked to copy a greater % of that damage to the main pool without making their bodies too susceptible to 1-shots. As it stands you lose from 50-70% of your damage when hitting a limb or wing which is bonkers.

    • @IRMentat
      @IRMentat 2 หลายเดือนก่อน +1

      Limb kills SHOULD drop the core/main Hp 15-20%.

  • @Whiteobamas
    @Whiteobamas 2 หลายเดือนก่อน +1168

    Fighting an unwinnable battle on the toilet right now

    • @ImRealKasi
      @ImRealKasi 2 หลายเดือนก่อน +82

      i hope u win mate

    • @theopenmindedtruthseeker9747
      @theopenmindedtruthseeker9747 2 หลายเดือนก่อน +29

      Are you talking about the game or in real life?

    • @2ndhendrix631
      @2ndhendrix631 2 หลายเดือนก่อน +22

      Same brother same

    • @thenamesgames6393
      @thenamesgames6393 2 หลายเดือนก่อน +34

      I pray for you tonight

    • @lukemehalick370
      @lukemehalick370 2 หลายเดือนก่อน +19

      Give em hell, diver!

  • @lordbeerus462
    @lordbeerus462 2 หลายเดือนก่อน +594

    Hope the devs realize how much people love this game when the community goes out of thier way to put in this much work to improve the game.
    Maybe AH should do what Bethesda does and give thier game to the modders

    • @Mad_Alyx
      @Mad_Alyx 2 หลายเดือนก่อน +53

      That made Bethesda lazy and their latest game, Stanfield, is so busted modders haven't been able to save it like Skyrim or Fallout.

    • @lordbeerus462
      @lordbeerus462 2 หลายเดือนก่อน +67

      @@Mad_Alyx I was joking, and don't kid yourself, Bethesda made Bethesda lazy

    • @Kanielwhiskey
      @Kanielwhiskey 2 หลายเดือนก่อน +4

      @@lordbeerus462It applies to minecraft also

    • @jamsheeddevotee7588
      @jamsheeddevotee7588 2 หลายเดือนก่อน

      Definitely not.

    • @qu1253
      @qu1253 2 หลายเดือนก่อน +5

      They don't care. They've already made most of the money they're ever going to make for this game, and their egos are too inflated to ever realize their 'vision' that they rigidly stick to just isn't fun for the majority of players.

  • @wArRgArBl117
    @wArRgArBl117 2 หลายเดือนก่อน +67

    I really like the module that lets you paint targets for your mortars to prioritize, and if it ever starts to work I'd love it for all turrets. Being able to tell my autocannon to shoot a charger would be sick.

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน +14

      I see no reason why it shouldn't also work on normal turrets

    • @charlesransom4546
      @charlesransom4546 2 หลายเดือนก่อน +1

      New role unlocked - Engi

    • @jamesThebulbmin
      @jamesThebulbmin 2 หลายเดือนก่อน +2

      ​@@charlesransom4546hey look buddy I'm a helldiver that means I solve problems not problems like what is beauty that wall fall under conundrums of philosophy I solve practical problems like how am I going to stop some big mean bot from reaching super earth

    • @Dunossauro1
      @Dunossauro1 2 หลายเดือนก่อน

      @@jamesThebulbmin use democracy, and if it dont work, use more democracy

  • @JuiceJive
    @JuiceJive 2 หลายเดือนก่อน +52

    Why not make the mech self-destruct activate with a strategem-style button combo? Since you can't use normal strats in the mech.

    • @ju1c3_e56
      @ju1c3_e56 2 หลายเดือนก่อน +14

      I would pay so much for a Titanfall nuke eject

    • @rzr0015
      @rzr0015 2 หลายเดือนก่อน +14

      In hd1 mechs could call stratagums too, they had a separate platform on their shoulder for that 😢

    • @SkyNinja759
      @SkyNinja759 2 หลายเดือนก่อน +7

      @@rzr0015 They should bring that mechanic back, a small designator launchers that fires strategems directly at wherever you're aiming. Make it looks like those little smoke/flare launchers they have on real life tanks. Then put them on every vehicle in the future.

    • @snakeswitharms
      @snakeswitharms 2 หลายเดือนก่อน +1

      ​@@rzr0015on the top right of the mech there looks like a little vent where a stratagem chute would go. Best case it'll be added at some point as an upgrade, worst it was scrapped.

    • @maus6967
      @maus6967 2 หลายเดือนก่อน

      ​@@ju1c3_e56I came to reply this exactly

  • @prebenkul
    @prebenkul 2 หลายเดือนก่อน +83

    The reason the spear doesnt one shot titans is bec of the "titans sometimes not taking damage" bug. And the reason it cant one shot tanks is because theres 2 lock ons for some reason. The top part and the threads. If it locks on to the threads it takes 2 rockets. You cannot choose lock on spots from afar, only like medium ish range.

    • @geronimo5537
      @geronimo5537 2 หลายเดือนก่อน +9

      sorry, but every other titan now, it has increased in frequency, takes more than one spear to the face. You can line up several titans and maybe one will be 1hk to its head weak point. That's not a bug anymore. Its a balance direction.

    • @rohesilmnelohe
      @rohesilmnelohe 2 หลายเดือนก่อน +1

      Every tank I shoot is 1 shot. Only time it didn't was it hitting them from below
      Also..only oneshots hulks from behind now. The chance of spear hitting the eye is near zero. This silent nerf hurts.

    • @thatbuddy1441
      @thatbuddy1441 2 หลายเดือนก่อน +1

      ​@@rohesilmnelohe In the games code which was data mined that currently firing at a full health tank is impossible to one shot it due to having 1500 hp and the total damage you can do with a Spear is 1200 per shot, (1000) from projectile itself and (>200) from the explosive, the reason you have been 1 tapping tanks might be from the enemies shooting the heat sink from the back of the tank or it sometimes taking 3 to 4 rockets from a rocket devastator. only in previous updates what the health of tanks lower than the spear damage.

  • @yharleththegrandobserver236
    @yharleththegrandobserver236 2 หลายเดือนก่อน +87

    me to AH devs: "OHDOUGH BUILT THIS IN A CAVE! WITH A BOX OF SCRAPS!"

    • @Anonymous247n
      @Anonymous247n 2 หลายเดือนก่อน +1

      Big difference between just making a video about it and programming it into the game though. Also, takes time for those ideas to come to the execution stage. It's august too and some of the dev team are enjoying a well deserved break. It takes a while but i think they will start listening to fans and influencers like Dough more.

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน +10

      @@Anonymous247n Most of these changes are just number changes and could be ready for release tomorrow.
      There are some changes that would take a while to code and probably even some that arent possible, but most of these are easy.

    • @Anonymous247n
      @Anonymous247n 2 หลายเดือนก่อน

      @@2MeterLP Maybe, mut also maybe not. This is what we often think, but we don't know enough about programming. My brother is a programmer, and he told me it's never so simple, especially with a big game. The biggest problem of course isn' "can it be done" though.... It's work timelines, scheduling, etc etc. The boring stuff 🤣

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน +2

      @@Anonymous247n I admit I only know a bit of Java, but reducing the cooldown is literally just changing a single value. Same for damage.

    • @hawk9mm
      @hawk9mm 2 หลายเดือนก่อน +5

      @@Anonymous247n According to some comments from actual game devs who saw HD2's early code, yes it IS just changing numbers, stop making up excuses for a company that just took hundreds of millions of dollars from what is essentially a paid beta.

  • @albinonoodle5229
    @albinonoodle5229 2 หลายเดือนก่อน +131

    AH after seeing this, "well what we're going to do is."
    Increase damage of all small arms by 10% but reduce magazine capacity by 50%
    decrease stratagem cooldown by 30% but increase stratagem cooldown by 45%
    add one round capacity to the senator but remove speedloader
    make EATs require a back pack
    make the auto cannon bolt action because lmao.

    • @SlumericanXX
      @SlumericanXX 2 หลายเดือนก่อน +30

      Oh no no no. They wouldn’t dare touch the auto cannon for whatever reason

    • @MrBartolbe42
      @MrBartolbe42 2 หลายเดือนก่อน +10

      ​@@SlumericanXXYeah, they're not touching the auto canon.It's johann's favorite weapon.

    • @SlumericanXX
      @SlumericanXX 2 หลายเดือนก่อน +14

      @@MrBartolbe42 literally watched a clip of him shoot a charger in the face with the auto cannon. This is the head of development xD

    • @mute159
      @mute159 2 หลายเดือนก่อน +10

      @@SlumericanXX well they already nerfed autocannon since it can't stagger shield devastators shooting at the shield anymore, while plasma pp still can

    • @MrBartolbe42
      @MrBartolbe42 2 หลายเดือนก่อน +2

      @@mute159 Really? Damn, that's a big part of why I liked it.

  • @vancemacewen4319
    @vancemacewen4319 2 หลายเดือนก่อน +9

    Two straightforward changes that would make HD2 a whole new game:
    1) buff damage by 1 on every weapon to fix damage falloff making all breakpoints worse than intended
    2) make dive briefly detarget enemies, interrupting their attacks' tracking of players for ~half a second

  • @user-s8jb3qb6y
    @user-s8jb3qb6y 2 หลายเดือนก่อน +26

    This sounds more exciting than a new expansion. Seriously hope Arrowhead watches this.
    Word-of-mouth got this game the majority of the sales, and it can do that again if the current player base is excited and reinvigorated. Just increase the enemies as a follow-up stage, if it becomes too easier. But people need to be sold on the fantasy of killing multiple hundreds of enemies each.

  • @Wip3ou7
    @Wip3ou7 2 หลายเดือนก่อน +49

    I played last night for the first time in a month and I noticed some things about the Emplaced HMG Turret.... It has idle sway! It's a fucking mechanized turret that you sit in, and it has IDLE SWAY. Just sit in one and watch the circular reticle, it waves around everywhere like you're holding the gun with your hands. They should remove that. Also, give it another turn speed buff. It's still god awful slow and we only liked (the buff to it) because it was basically unusable before, but it still needs more work.

    • @kokorochacarero8003
      @kokorochacarero8003 2 หลายเดือนก่อน +3

      The idiots will tell you to git gud and adapt

    • @SirBenton
      @SirBenton 2 หลายเดือนก่อน

      The machine guns are gimballed so they can converge at range

    • @BackwardsPancake
      @BackwardsPancake 2 หลายเดือนก่อน +1

      Kinda silly, but luckily, the idle sway doesn't really matter in practice, since it's a bullet weapon with center-of-screen aim magnetism (Meaning, as long as the floating circle and static dot reticle are overlapping, shots go exactly on the dot no matter where the circle is pointing).

  • @ellorygrundlebunsthe3rd994
    @ellorygrundlebunsthe3rd994 2 หลายเดือนก่อน +62

    I think it would be sick if EAT or commando could count as either a backpack or a support weapon. So you can take eat/support or eat/backpack, but not all 3
    Seems like a fair tradeoff

    • @ellorygrundlebunsthe3rd994
      @ellorygrundlebunsthe3rd994 2 หลายเดือนก่อน +20

      Or you can carry 2 eats if you want!

    • @Wwillswords
      @Wwillswords 2 หลายเดือนก่อน

      ​@@ellorygrundlebunsthe3rd994for all you can eat?

    • @Crimnox_Cinder
      @Crimnox_Cinder 2 หลายเดือนก่อน +3

      i think being able to carry an eat or commando while also holding another support weapon would be a great addition. as it is right now we mainly bring weapons to handle all enemy types (especially if you are a solo diver like me) my main loadout vs bugs on high level is breaker incen/sickle and railgun with supply pack, the railgun is the only method i have of reliably taking out both med targets AND chargers (from the front specifically). if i chose to bring a med clear build, the game throws tones of chargers at me, but if i bring anti tank, guess what, hardly any chargers, and an ass load of either spewers or hiveguards. if i could carry an eat AND a support, id be bringing eats and my laser cannon all the time. laser cannon is PERFECT for medium add clear against the bugs (bonus as it uses no ammo) and then the eat can take care of any charger that shows up. that right there sounds like so much more fun than what i currently need to run.

    • @danieldusentrieb9958
      @danieldusentrieb9958 2 หลายเดือนก่อน +1

      Woah I fucking Love that idea

    • @GnarledStaff
      @GnarledStaff 2 หลายเดือนก่อน

      I like this idea but it isnt strictly necessary. EATs are in a pretty good place as a quick reaction to heavy enemies. I basically use them as a precision strike against chargers with additional rockets for titans. Only being able to carry one is annoying but makes them better for defensive actions.
      The commando does better on offense because you can travel with 4 rounds, but the longer call-in time means you cannot respond immediately to a new threat, making the decision between EATs and Commando actually require some thought.
      I would definitely not complain if I was allowed to carry a backup EAT instead of a backpack, but I doubt thats the direction they want to go in.

  • @CAPITANBERD
    @CAPITANBERD 2 หลายเดือนก่อน +15

    "closes book"
    *Like that's ever gonna happen*

  • @Karpata1
    @Karpata1 2 หลายเดือนก่อน +48

    This just screams for an upgrade system similar to HD1. Would also solve the issue of trivializing the lower difficulties if the default of all of these is not that busted but after spending some time and resources they're bangers on higher difficulties too.
    Probably don't have the dev time though unless we been secretly working on this all along behind the scenes and the nerf train is a diversion.

    • @NSDP15
      @NSDP15 2 หลายเดือนก่อน +5

      There is that funky lil terminal across from the loadout racks in the ship that has no use so I wonder if that's on the roadmap

    • @sillywilly6919
      @sillywilly6919 2 หลายเดือนก่อน +3

      Would be nice if a bunch of the devs weren’t out on vacation during the most crucial part of the games lifespan when they should have all hands on deck

    • @MrPanggs
      @MrPanggs 2 หลายเดือนก่อน +4

      There’s a complete HD1 upgrade system found in the files for HD2 alongside different ammo types but it will never see the light of day. The devs that created HD2 and the ones working on it now are not the same & it’s evident in the way they’re managing balance

    • @NSDP15
      @NSDP15 2 หลายเดือนก่อน

      @@sillywilly6919 people deserve to take vacations, while their balancing is shit since the start, people having time off doesn’t change the team leadership’s decisions

    • @AbyssAstronaut
      @AbyssAstronaut 2 หลายเดือนก่อน

      My conspiracy brain is telling me that they initially had an upgrade system planned, but it got scrapped and instead they release tweaked new versions of existing weapons in warbonds, incentivising buying super credits.

  • @SuddenFool
    @SuddenFool 2 หลายเดือนก่อน +94

    Airburst i would just change to make it a cone behind the detonation point. This also makes REALISTIC physics based sense due to velocity and motion. Just have the rocket detonate on impact and anything behind that point takes the what? 6 small grenades in a cone area behind that point of detonation. Now it functions against enemies and not an enemy to democracy.

    • @FOUR22
      @FOUR22 2 หลายเดือนก่อน +6

      This would make sense enless it hit something before exploding. 😊

    • @RogerNbr
      @RogerNbr 2 หลายเดือนก่อน +6

      that sounds like a rocket shotgun lol, kinda awesome

    • @sillywilly6919
      @sillywilly6919 2 หลายเดือนก่อน +1

      That is a GREAT idea and makes perfect sense when considering “realism”. No reason for it to behave the way it does currently when it could be doing that

    • @IKnowHuh731
      @IKnowHuh731 2 หลายเดือนก่อน

      Excellent idea! Good stuff

    • @Faerindel
      @Faerindel 2 หลายเดือนก่อน

      This. At the moment it's a smaller eagle cluster bomb glued on a rocket, but it shouldn't work that way.

  • @Kenny-yu6gc
    @Kenny-yu6gc 2 หลายเดือนก่อน +113

    You deal less damage while walking backwards?!?! TF AH, I was wondering why after the latest patch when I was using the quasar cannon that a BT I was clearing shooting in the face was tanking more than 2 shots. At the time I was thinking OMFG what have the devs done now, did they make BTs tankier? You know what, with some mental gymnastics, you could think of it like the devs are giving you a buff when charging fearlessly head-on into the enemy, the "not one step back" buff.

    • @lustreaux
      @lustreaux 2 หลายเดือนก่อน +36

      its because of damage dropoff everything actually deals 1 less damage than it says on the tin, but for some reason walking forwards specifically adds 1 damage back because momentum or something

    • @terralogan7
      @terralogan7 2 หลายเดือนก่อน +14

      the BTs being tankier is not because of that. There is currently a bug where they don't take proper damage to the head and it often counts as a bodyshot instead i believe so bile titans are just overall seeming way stronger

    • @pickles9878
      @pickles9878 2 หลายเดือนก่อน

      dont try to justify the devs retarded actions and nefings

    • @ginn1902
      @ginn1902 2 หลายเดือนก่อน

      That was like 2 patches before, when the Behemoth was mass produced. Did you not play the bug front? The solution is ez AF: walking to the Behemoth's leg in the last moment you fire your Quasar/RR, the armor will break.

    • @demyx0067
      @demyx0067 2 หลายเดือนก่อน +1

      @@ginn1902 Yeah but it's dumb and makes no actual sense

  • @iamyourhusband1757
    @iamyourhusband1757 2 หลายเดือนก่อน +18

    Would be nice if the mechs could refill ammo, they're already paper thin armor.

  • @sheesmcgwire6924
    @sheesmcgwire6924 2 หลายเดือนก่อน +7

    I think they should combine Eagle Strafing Run with Eagle 110mm Rocket Pods, so the rockets hit first to break armor then the bullets to do some damage. This way it could be a charger/Impaler killer while still having some chaff clear. Anyone else have ideas on how to buff the Strafing run? @OhDough?

    • @matthewdeltoro1021
      @matthewdeltoro1021 2 หลายเดือนก่อน +1

      that was a thing in the first game it was a strafing run with a bomb drop

    • @berserkerpride
      @berserkerpride 2 หลายเดือนก่อน +1

      An interesting use for eagle strafing could be that if gunships were in the area of the beacon eagle 1 knocks one of them out of the sky instead.
      Because it would be tough to give up your strategem slot for only gunships.

  • @N00BSYBORG
    @N00BSYBORG 2 หลายเดือนก่อน +8

    It's criminal that the orbital air burst doesn't benefit from the extra salvo ship module. Wilbur is the most powerful foe in human history. I need that one extra salvo to even the odds.

  • @thelegendaryklobb2879
    @thelegendaryklobb2879 2 หลายเดือนก่อน +4

    Orbital gas strike reducing armor is a great idea that would make it a very interesting pick
    Also, gas grenades would be a cool future throwable (but those shouldn't have the armor reducing effect)

  • @chickensniffer451
    @chickensniffer451 2 หลายเดือนก่อน +5

    All of these make sense. As someone who likes using the ballistics shield because it's cool, I say you should be able to lock into the ground, it would unfold a bit more and give extra protection with the caveat of not being able to move, this would also allow you to mount your support weapon to it for extra stability and protection.

    • @andrewmckergow7814
      @andrewmckergow7814 2 หลายเดือนก่อน

      So, would it work like a portable cover? Like the rock scattered across the landscape?

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน

      Pressing 5 lets you reload from your own supply backpack, so they already have a backpack button, so why does no other backpack use that button?!

  • @Kizaru3314
    @Kizaru3314 2 หลายเดือนก่อน +5

    Guard Dog - Since you need to pick up ammo for this thing, it should have two firing modes: 1) machine gun for chaff clear and; 2) Rail Gun Mode where it does a basic RG charge shot, but this mode only has 20 bullets before you need to reload.
    Guard Dog Rover - Can shoot forever but cannot kill heavies, and everytime it hits anything with 'Armor Deflection' it shifts targeting to another enemy, preventing from being useless when armors are around. Alternatively they can change the nature of laser weapons so sustained targeting lower AP and can kill even heavies (but would take time).
    Both should allow a ship module to allow both rovers to target anything you ping within 50m.

    • @asakayosapro
      @asakayosapro 2 หลายเดือนก่อน +1

      Add in a 'no friendly flagging' mechanic to it i.e. if a player is about to walk into or is about to be put in the path of its laser shot, it stops shooting until said player is clear of the laser fire trajectory - and its a deal. *Also applies to player vehicles e.g. exosuits*
      This way, lasers no longer demand human sacrifices to keep working

    • @Sorain1
      @Sorain1 2 หลายเดือนก่อน

      Provided that in Railgun mode the Guard Dog doesn't target anything with less than medium armor, sure.

  • @roguesincc6420
    @roguesincc6420 2 หลายเดือนก่อน +13

    15:56 had me laughing so hard. Seeing you have the o fuck reaction to a factory strider is funny. I also think a cool booster idea would be controlled deployment. When you get respawned you get a brief look at the map and can choose a drop zone around a 20ft from spawn stratagem.

    • @hawk9mm
      @hawk9mm 2 หลายเดือนก่อน

      The rapid panic heel turn then faceplants into the side of the AA tank hull.

  • @macaster9048
    @macaster9048 2 หลายเดือนก่อน +4

    holding cammando while carrying other support weapon would gave AH a heart attack lol
    Stalwart as primary would be sick af
    most of the changes you think of would change the game to be much more fun(gameplaywise not only by increasing numbers) would love to see it

  • @xgamerboyx4851
    @xgamerboyx4851 2 หลายเดือนก่อน +11

    Shield gen relay needs to be invulnerable for the first 30 seconds...

    • @SkyNinja759
      @SkyNinja759 2 หลายเดือนก่อน +3

      I'd say the entire duration, then just tweak the duration in the future if needed.

    • @Sorain1
      @Sorain1 2 หลายเดือนก่อน +3

      Either it can break with infinite duration, or it can't break with fixed duration. Doing both defeats the point of either.

  • @justincorbett3792
    @justincorbett3792 2 หลายเดือนก่อน +1

    For both Mech Suits I've been VERY much wanting them to add the ability to self-destruct them into either a Hellbomb or 500KG.
    They could easily add it in as part of a ship module upgrade. However, I don't like the idea of it triggering the moment you depleted all your ammo.
    I think you should be able to open the stratagem menu from within the Mech Suit and ONLY have the option to trigger the self-destruct sequence and maybe also have the mech auto-detonate when it's been fully destroyed while in use.
    Lastly, while the Mech Suits could just release the user once the self-destruct code is entered it would be a cool idea if maybe the user gets ejected into the air and could maybe parachute to a safe distance before it explodes

  • @iancharless
    @iancharless 2 หลายเดือนก่อน +10

    I agree with all of this being buffed in the exact way and then just make the game crazier. That's fine with me. I'm just tired of running away from enemies instead of laying waste to them. Just give us more firepower with more bugs that are more fun to kill. Whole clips in bugs without doing anything isn't fun.

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน

      Agreed!!! Having your weapons be weak and your strats have long cooldowns doesn't make it harder. It just makes it take longer.

  • @vorchitect
    @vorchitect 2 หลายเดือนก่อน +1

    the arc thrower changes sound awesome, id love that

  • @mrmeaty5619
    @mrmeaty5619 2 หลายเดือนก่อน +4

    I love how OhDough gives nick names to weapons and enemies. Makes me laugh every time. I now use these nicknames

  • @sumtingwong8230
    @sumtingwong8230 2 หลายเดือนก่อน +1

    everything involving the mechs seems great, really integrates it into the other equipment and mechanics instead of what we have now where they're just separated

  • @Dragonceratops
    @Dragonceratops 2 หลายเดือนก่อน +4

    i was never all that fussed about the nerfs but i really respect how much time and effort you've put into putting forward these changes, good on you for being more nuanced and respectful than most out there lol

  • @xoawolf
    @xoawolf 2 หลายเดือนก่อน +1

    Great changes all around. Especially the laser and quasar changes

  • @RUZerGod
    @RUZerGod 2 หลายเดือนก่อน +3

    I was not present on livestream and dont know if following points was addressed, but my opinion:
    - 2 Quasar charges feel too OP. It too much outshines Recoiless. Tradeoff Quasar VS Recoilles was in Inf ammo, but longer interval between shots VS limited ammo, but smaller interval between shots.
    - HMG could use some unarmored piercing (2 - 3 targets) to better differentiate from LMG. Alternatively use Backpack slot with continuous belt (AH, HEAVY BOLTER MARINES WHEN?)
    - To differentiate support flamethrower (from new warbond primary and secondary flamers) it could use some backpack to remove reloading and expanding fuel reserves. Shooting lying on ground (on ground only) backpack-fueltank could result in fiery explosion.
    - Commando and expandable being 4th slot seem like too much work. Maybe it could be 'backpack' slot - you keep normal support weapon, but give up backpack for expandable or commando. Alternatively need to explore idea of reloading them with ammo or supply packs. You carry no additional ammunition for expandable and commando, but if you dont throw it out after shot - you can reload it with ammo or supply pack (maybe it defeats whole idea of being expendable).
    - Self destruct on mech could be long hold of reload. More controllable and predictable. Expended mech could serve a little bit as cover so no auto destruct on ammo expended.
    - Jumppack in mech sounds too absurd. Propelled catapult - may be, but not mech jump pack.
    - Guard dogs On\Off is actually great idea. Sometimes you want to avoid some fights, but your dog barks and you now facing drop or breach
    - Stationary HMG bubble sound interesting, but much fair would be forward facing shield (energy or metal)
    - Stationary bubble could use some indication to know when it expires. More HP 100% needed.
    - On note of EMS explosions on bubble and tesla - maybe make dedicated EMS tower, that disrupts and slows enemies around in wide area

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน

      I agree on all of your points! Dough went too far on some of his ideas.
      And gods I am so hoping we get an ammo belt backpack, ideally that works with all belted weapons, even the grenade launcher! Maybe give 4-6 mags worth of ammo. Balanced by not being reloadable and having a 3-4 minute cooldown.

  • @norbertscheibenreif8336
    @norbertscheibenreif8336 2 หลายเดือนก่อน +1

    This is so far the list of wanted changes that connects with me the most...

  • @RobbazCorgiPikaPikaMadaFaka
    @RobbazCorgiPikaPikaMadaFaka 2 หลายเดือนก่อน +4

    Arrow head looks at this and says: got it, Nerf everything further.

  • @syra4146
    @syra4146 2 หลายเดือนก่อน +12

    Bro is doing the job of the whole dev team within 4 hours when they'll do 15% in 60 days. Ridicoulous devs to be honest
    Big respect

    • @thewebman1977
      @thewebman1977 2 หลายเดือนก่อน

      Well again, hes not coding it, just stating what shpuld be done

    • @syra4146
      @syra4146 หลายเดือนก่อน

      Everything is already coded they just need to change values...

  • @Deltarious
    @Deltarious 2 หลายเดือนก่อน +3

    About airburst launcher: I've played with it a bunch (find it extremely fun) and I think it's maybe 50/50 skill and tweaking problems with when it detonates. There's definitely a 'knack' to get it just right but also it's very touchy with when it 'decides' to fuze and detonate. Ideally they should just borrow from irl VT fuzes and be more intelligent being able to sense their closest point of approach to a target before detonating, which they don't seem to do right now, and also perhaps able to sense when they will arrive at the greatest concentration of enemies all around them if they want to make it act like a properly advanced VT. This would make it much easier to aim directly into the middle of a cluster of enemies instead of having to get clever about trying to predict a path for the submunitions, especially if they then sped up the submunition spread and detonation speeds slightly.
    It's worth noting that a properly tuned VT projectile is extremely powerful because they are just so easy to use and I *think* one of the reasons they've made it work like it does currently is to make it more sensitive to skill in terms of how you use it. If it were very easy I wouldn't mind it being a specialist weapon for taking out large groups of weak enemies or groups of flying enemies and it not having that 'durable damage', but if it keeps a skill component then what you suggest is probably about right

  • @unnero1
    @unnero1 2 หลายเดือนก่อน +1

    Honestly most of their issues could be solved by adding a variant system on top of the weapon system. You unlock a weapon -> you get XP using it, you reach XP, you unlock variants like:
    Flamethrower:
    1. Long range, narrower flame, fires napalm, sticks to enemy
    2. Same short range, instant start up on flame, can be fired in short bursts, lights everything on fire in range, fires faster
    Railgun:
    1. Same single shot, but hits way harder, redlining means going through EVERYTHING and armor is a nonfactor for this thing, where you point it, it goes through to the maximum range.
    2. Lower Penetration, only penetrates heavy armor like it is now on redlining. Now fires a horizontal arc and cuts through lines of enemies.
    Airburst:
    1. Now fires bunker buster shells. Fires single rock, hits any surface, full armor penetration cluster fires in a cone from the point of impact. If hitting something bit, all cluster goes into it.
    2. Rocket contains 2x the cluster shells, can be remotely detonated, they fire orr in a 180 degree front arc from the rocket. Less penetration, absurd horde clear.
    And so on. You get the picture. Possibilities would go through the roof.

  • @Planterobeets
    @Planterobeets 2 หลายเดือนก่อน +21

    Honestly, this studio doesn’t deserve this community and all the content creators doing this type of work for them.

    • @SkyNinja759
      @SkyNinja759 2 หลายเดือนก่อน +3

      Incompetent developers that created an overly complicated system (momentum based damage, a bunch of unneeded physics interactions, etc) and are now paying the price for their idiocy by being bogged down by the abstract systems they created. They can't revert the flamethrower changes because it would break their game, they said.
      They set themselves up for failure.

    • @Di_Tre
      @Di_Tre 2 หลายเดือนก่อน

      Fact is that these ppl doing theyr job basically are the reason why it is possible to have this situation in the first place. Fuck your survey about stuff i got SOLD, about stuff i PAYED for, about stuff that should be DONE and not YET TO FINISH when i purchase it. I didn't pay to check in on some fucking survey about a game, i fucking payed a game. This seems to be lost in the last decade, same when i purchased battlefield 2042 (the most disrespectfull moment i have ever witnessed in our face of gamers, preordering a game THAT IS NOT FUCKING FINISHED AND THAT IS NOT WORKING), same when i buyed pokemon diamond/pearl remakes. Literally there was NO endgame yet in the cartridge, the last boss-pokemon WAS, NOT, IN, THE, GAME. We all had to download some shit to actually have the complete game (BRO 50+€ FOR A FUCKING GAME THAT IS NOT EVEN WORKING IM OUT OF MY SELF). Even funnier is that:
      The content creator who shows this, benefits from it (cos he has a revenue from that content),
      The game creators got free job done and if they (IF) can read they'll get a better product to sell and promote for free,
      The ppl who actually do the job are those who god damn PAYED for the fucking game! That's utterly wild.
      WE PAY GAMES TO PLAY THEM, NOT TO FUCKING PLAYTEST THEM. OUR TIME SHOULD NOT BE RENTED FREE.

    • @graham4251
      @graham4251 2 หลายเดือนก่อน +1

      Hard sell saying someone naming off an easy-mode wish-list is work.

  • @GroBoiD7777
    @GroBoiD7777 2 หลายเดือนก่อน +1

    Every anti-tank should be able to destroy fabricators from every angle.

  • @briannewman532
    @briannewman532 2 หลายเดือนก่อน +3

    For the devs to have such a boner for “mil sim” the weapons they have designed sure work NOTHING like their real-world counterparts, or even within the realm of common sense for the fantasy stuff. That’s fine when it’s in the service of FUN, but there’s none of that here.

  • @SylvrAndGold
    @SylvrAndGold 2 หลายเดือนก่อน +2

    Isn’t the recoiless rifle the weapon that’s displayed in the opening cutscene of 1 shoting a Bile Titan?
    If so, it should get the ability to do so within a certain range (maybe 10-15 meters?) so Bile Titans aren’t completely trivialized but we still get it “as advertised”

  • @AbyssAstronaut
    @AbyssAstronaut 2 หลายเดือนก่อน +3

    On the topic of Railcannon Strike, I find it baffling on how they changed it from HD1 to HD2. It retained its compared effectiviness, but in HD2 the cooldown is ridiculously long. It was 60 seconds in HD1. Either significantly lower the cooldown, or make it oneshot BTs/F-Stiders. It was my fav stratagem in HD1, and I really like it in HD2, too. It's just really hard to justify bringing it to the loadout due to the cooldown. I get to oneshot a single charger every three encounters, whoop-de-whoop. Rather just drop an EAT and kill two with third of the cooldown.

    • @BackwardsPancake
      @BackwardsPancake 2 หลายเดือนก่อน +1

      Yeah, I really hope Dough's "increase cooldown" here was a typo. Even if it 100% consistently deleted the thing it hits, having the cooldown of a barrage stratagem for something that only handles one enemy is insanely bad value.
      The way I see it, it should have the exact same CD as the Orbital Precision Strike: Both are single-shots good against big priority targets, you can just choose whether you'd prefer completely foolproof auto-targeting and instant delivery, or a small explosive radius and objective destruction utility.

    • @DjNaste
      @DjNaste 2 หลายเดือนก่อน +1

      @@BackwardsPancake I agree, there's really no reason for both OPS and Railcannon strike to have such different cooldowns. A piece of me dies inside every time I see someone picking the Railcannon over OPS.

  • @jcpkill1175
    @jcpkill1175 2 หลายเดือนก่อน +1

    Should have lasers make armor crystallize. Cool visual effect possible and shattering it with like 2 bullets stuns the charger

  • @animeavenger8937
    @animeavenger8937 2 หลายเดือนก่อน +3

    for rocket pods make it better at armor removal instead of larger area

    • @OhDough
      @OhDough  2 หลายเดือนก่อน

      truue

  • @BackwardsPancake
    @BackwardsPancake 2 หลายเดือนก่อน +1

    22:55 The problem with Eagle Rockets is that, aside from the auto-targeting, they are just a lamer, worse version of the Eagle Airstrike that only hits one enemy. It's kind of the same relation as the Orbital Railcannon has to the Orbital Precision Strike.
    I'd say, give them 5 uses, allow their blast radius to strip armor more consistently, and make their targeting heavily prioritize any objectives/buildings they can destroy.
    ...or maybe have it launch 4-5 SPEAR missiles instead, which will actively track any valid targets in the area (So if there is only one thing, they will utterly annihilate it, and if there are several, they will split up and weaken/destroy everything).

  • @IRMentat
    @IRMentat 2 หลายเดือนก่อน +2

    99% agree.
    Barrages I would have each volley land simultaneously so we aren’t waiting a minute for the effect on target.
    In terms of strafe and 110 rockets imo they could both use an additional use (neither do enough things reliably to become “meta” the 110 smart targets factories (which apparently it’s important enough to consider nerfing despite those buildings being functionally worthless) while the strafe could easily trade in half its range for 2-3 times the girth.

    • @Joemama-xw2wy
      @Joemama-xw2wy 2 หลายเดือนก่อน

      I’m unsure of how they could do it but allowing someone to choose if barrages happen all at once or over a duration would be good? Currently the over a duration barrages allow you to get away if you’re too close while the instant ones may just frag you without a chance to run
      That and it would make the orbital barrages the cluster bomb but actually hitting armored targets

    • @BackwardsPancake
      @BackwardsPancake 2 หลายเดือนก่อน

      @@Joemama-xw2wy This gives me an idea: What if the larger barrages had indicators for where the shells will land? Kind of like the meteorites do. So if you're locked in, you can play inside them and live as long as you keep reacting and moving.

    • @Joemama-xw2wy
      @Joemama-xw2wy 2 หลายเดือนก่อน

      @@BackwardsPancake This could probably be explained with hud for the sake of AH ‘realism.’

  • @Swoljaboy
    @Swoljaboy 2 หลายเดือนก่อน +1

    Great suggestions Dough; kept up with all your HD2 content. You were always on point, especially all the "haterade" vidoes lol. All these changes would be great, except the 30sec cd add to RCS and orbital laser having charges IMO.. but yea, seriously, well thought out and I would love to see some of this!
    Wanna make a point though. No matter how much [they] buff the "underwhelming" strategems, they will simply never be worth taking over more damaging and more useful strategems UNTIL (heres the kicker) they give more power to primaries/secondaries/support weapons (the latter of which I know you talked about). Right now, you cannot depend on the current toolkit enough to get through higher difficulties ESPECIALLY solo.. so you take the must busted things. Until we can handle crowds with our primaries, and handle heavies properly with our support weapons, the majority of players will always have to fall back on the heavy hitting orbitals/eagles and ignore the weaker ones
    On that topic, taking multiple Eagle Strike CDs work against each other with the rearm mechanic. It's limiting, harder to balance, and should be removed/adjusted. Sure, its nice to fire off 2 500kgs in 10 seconds BUT it would be much easier to balance and make fun if they just added smaller CDs to all of them (OR have them re-arm on their own independent of each other; wah wah realism; lol also a dated argument)
    Examples
    Eagle strafing run - ~15 sec cd, infinite uses... Now, you have a chaff killer and you can build a kit around not needing as much (this is like HD1 except in HD1 it had 10 uses)
    Eagle Airstrike - ~45-55 second cd (per rearm it's about 50sec cd at 3 uses WITHOUT the ship module to reduce re-arm by 10% if you do the math)
    List can go on, but just 2 examples :) In the games present state, I could never justify eagle strafing no matter the buffs, especially when orbital gatling exists, but perhaps a future where it can be used will exist. Cheers Dough!

    • @OhDough
      @OhDough  2 หลายเดือนก่อน +3

      ty, people already take stratagems that are objectively terrible in this game. there's no universe where everything exists on a level playing field but the goal is to provide meaningful choices by making stratagems useful and enjoyable

  • @ronokoplhatake7463
    @ronokoplhatake7463 2 หลายเดือนก่อน +3

    Yk I use to hate seeing your videos in the recommended because I first saw your vid after like the first big nerfs with the railgun happened and stuff and I just saw you as a Solo Helldive nerd thats only mad because he cant solo helldive anymore and only cares about yourself and your experience. But I do have to apologize, you were right I didn't think they would keep nerfing and making the game worse and worse over time and now see that you were right all along and these buffs/changes seem like really good ideas I honestly think arrowhead should listen to these changes and your feedback.

  • @OzzyInSpace
    @OzzyInSpace 2 หลายเดือนก่อน +1

    This would totally get me back in... like now. Wow... nice list!

  • @mythicaltwinkie8216
    @mythicaltwinkie8216 2 หลายเดือนก่อน +14

    New Stratagem idea.
    Quantum Charger Backpack
    - Laser / Energy Weapons gain infinite ammo until Backpack is depleted.
    - Lasers gain beefy audio sound effects
    - Laser Cannon gains a select fire to charge up time increased by 1 seconds, increased damage, increased armor penetration wider beam that narrows down over 2 seconds
    - Quasar gains a select fire to increase charge time by 2 second for increased damage.
    - Arc Thrower gains 2 select fires
    -- the first select fire makes it rapid fire at a rate of 250 bursts per minute, however it has greaty reduced damage, but can stagger enemies, but greatly slows anything the size of a spewer or bigger, and prevents any attacks except melees. titans are unaffected unless targeted directly.
    -- the second select fire allows the player to charge the arc thrower for 10 more seconds, providing an additional 1.5 arcs per second charged
    All non supports have increased damage
    - Blizter can rapid fire without pumping, and the mag spins constantly
    all weapons have 0.5 second longer pullout times for plus an animation to show the helldiver connecting a cable.

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน +4

      Kinetic weapons should receive something similar too. Something like an Ammo Drum that connects to your support weapon (maybe only working with belt fed weapons). Would convert all your magazines into useable ammo that doesn't require reloading. Would be cool!

    • @rzr0015
      @rzr0015 2 หลายเดือนก่อน +3

      ​@@jooot_6850can't wait for a mini gun with a belt fed backpack that sounds like a-10. (And does good damage with chance to stagger but slows you down when deployed, relying on teammates to watch your flank)

    • @mythicaltwinkie8216
      @mythicaltwinkie8216 2 หลายเดือนก่อน

      @@jooot_6850
      New Ship module Idea.
      Equipment workshop.
      - Enables customization of all equipment through a new area. all customizations come with their pros and cons to tailor towards specific playstyles without comprising other peoples playstyles.
      - upgrades are unlocked with samples
      - upgrades can be selected to be active or inactive at the workstation and the loadout menu
      - Multiple upgrades can be selected per equipment unless specifically stated to be incompatible with another upgrade
      Support weapon mods
      == [HMG Munitions Pack] ==
      - Modifies HMG to be belt feed ammunition from a Munitions backpack specifically designed for the HMG
      - Munitions pack can be resupplied Similar to the Autocannon Pack
      Pros:
      - no longer needs to reloaded
      - has addition 1+ mags worth of ammo
      Cons:
      - 20% Movement penalty [does not stack with weather effects]
      - Equip time increased by 0.5s (First Equip only to connect belt)
      - Holster time increased by 0.25s
      - HMG cannot be used without backpack due to the receiver no longer accepting mags
      - occupies backpack slot
      - Backpack can be shot, which will cause it to emit sparks and emit and large explosion after 5 seconds (Backpack has health, and will not explode after 1 shot)
      == [Stalwart Munitions Pack] ==
      - Modifies the Stalwart to be belt feed ammunition from a Munitions backpack specifically designed for the Stalwart
      - Munitions pack can be resupplied Similar to the Autocannon pack
      Pros:
      - No longer needs to be reloaded
      - has addition +4 mags worth of ammo
      Cons:
      - 10% Movement penalty [does not stack with weather effects]
      - Equip time increased by 0.4s. (First Equip only to connect belt)
      - Holster time increased by 0.25s
      - Stalwart cannot be used without backpack due to the receiver no longer accepting mags
      - occupies backpack slot
      - Backpack can be shot, which will cause it to emit sparks and explode after 3 seconds (Backpack has health, and will not explode after 1 shot)
      == [Machine Gun Munitions Pack] ==
      Modifies the Machine Gun to be belt feed ammunition from a Munitions backpack specifically designed for the Machine Gun
      Munitions pack can be resupplied Similar to the Autocannon pack
      Pros:
      - No longer needs to be reloaded
      - has addition 2+ mags worth of ammo
      Cons:
      - 15% movement penalty [does not stack with weather effects]
      - Equip time increased by 0.5s (First Equip only to connect belt)
      - Holster time increased by 0.25s
      - Machine gun cannot be used without backpack due to the receiver no longer accepting mags
      - occupies backpack slot
      - Backpack can be shot, which will cause it to emit sparks and explode after 3 seconds (Backpack has health, and will not explode after 1 shot)
      Someone should hire me to work for Arrowhead, I easily could've avoided the disaster that was the nerfs in the overhyped Escalation of Freedom update.

    • @Doflamingo757
      @Doflamingo757 2 หลายเดือนก่อน

      God I love this idea! Laser weapons are my favorite from just a fun standpoint so anything to make them better sounds awesome to me

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน

      @@rzr0015 that's what the HMG should have been. Double or triple the overall ammo count and make it a backpack slot weapon

  • @Neo2266.
    @Neo2266. 2 หลายเดือนก่อน +1

    Have the flamethrower do no damage to bots but slowly build up an overheat bar.
    Overheat can stagger, or kill, or both, depending on the bot type.

  • @rinshotin2521
    @rinshotin2521 2 หลายเดือนก่อน +5

    22:05 speaking of Narnia LOL

  • @966Ranger
    @966Ranger 2 หลายเดือนก่อน +1

    Having all those damage and penetration numbers coupled with explanation what a "durable" part is within a game would certainly be nice. Also, maybe its time to finally add a 5th stratagem slot? It would be goated in all directions: end game progression goal, place for a wacky funny situational stratagem, better stratagem building overall.

  • @twisted_abyss5654
    @twisted_abyss5654 2 หลายเดือนก่อน +4

    Good list. The only one I kinda disagree with is the medium machine gun. If you increase the ammo and give it an ability to reload while moving it essentially makes the stalwart machine gun complete useless. It would strip the perks of the LMG and give it to the medium machine gun. I think it should just get a damage buff. The heavy machine gun should be 100 rounds. 75 is too small in my opinion.

    • @jooot_6850
      @jooot_6850 2 หลายเดือนก่อน +1

      In this list the Stalwart would be moved to a primary weapon, so the Stalwart would not be useless - it just would fulfill the role of a chaff clearing primary. If they did make it a primary, I wouldn't be mad at it receiving a couple nerfs too. Being able to bring a Stalwart with your AMR or Railgun would be sweet!

    • @TheLongWind
      @TheLongWind 2 หลายเดือนก่อน

      Agreed, but unlike you disagreeing with one thing I disagree with a lot. Mech into Hellbomb, Armor Pen Grenade launcher, Tesla tower on Charger haha. Carrying Eat/Commando with another Stratagem. It's a challenging game, removing part of the challenge is lame.

    • @SteveAkaDarktimes
      @SteveAkaDarktimes 2 หลายเดือนก่อน

      I think the Medium should get the most ammo in a belt but have a standing reload.

    • @twisted_abyss5654
      @twisted_abyss5654 2 หลายเดือนก่อน

      @@jooot_6850 I do like the idea of the stalwart being a primary it’s actually my favorite machine gun. Been a LMG main since launch. But if you give the medium machine gun 250 rounds (same as the stalwart) the ability to move and reload (same as stalwart) and it has higher armor pen, and more base damage then sadly I see zero reason to ever take the stalwart. It turns the gun into the stalwart but better. It’s like say you have 2 guns that are the same exact gun, but one version is common and the other is epic rarity. The epic is a better version of the common, a straight upgrade. Same gun but literally better. So you’d be crazy to take the common one. The stalwarts biggest perk is its high ammo if you give another machine gun that perk and has more damage why bother taking it. That’s just my philosophy and opinion though 🤷‍♂️. To each their own.

    • @asakayosapro
      @asakayosapro 2 หลายเดือนก่อน

      @@twisted_abyss5654 Stalwart as a primary, machine gun as a support weapon, and med armor pen sidearm... what are you going to kill heavies with, orbitals and eagles?
      Lower difficulty missions this loadout can do, but this will not cut it on higher difficulty with more heavies.
      Just because there are more options does not mean that the game becomes 'easier'. You still gotta kill enemy units without dying - or at least, without dying a lot or dying to the stupidest things like enemy units not dying fast enough that they take you out of commission. The point is to have the game be challenging while being fun to play while avoiding having severely overpowered or outright broken weapons, and it is not easy to balance that.
      And people seem to forget the point of 'difficulty levels' - and i keep losing count of the number of players that scream and whine about how they should be able to solo clear super helldive with ANY LOADOUT they cobble together... They fail to realize that the reason it is high difficulty is that it has to be cleared with smarts and skill, or with a coherent, organized team, or bar all that, actually viable stealth mechanics...
      ...and not shooting at every unalerted patrol on the map, ffs... there's always that one guy who does it every time, and before you know it, bug breaches, bot drops and now you either HAVE TO run away or burn through stratagem cooldowns to deal with all this mess - that could have been just easily avoided by simply letting them just walk right past you...

  • @dekeaustin
    @dekeaustin 2 หลายเดือนก่อน +1

    The 500kg bomb needs a larger explosion radius 🎉🎉🎉

  • @patternz777
    @patternz777 2 หลายเดือนก่อน +4

    all AH has to do is literally watch this video and adjust their fuckin mindset around the fact that players want to have a FUN game.

  • @sureness1428
    @sureness1428 2 หลายเดือนก่อน +2

    3:13 I got distracted by that FILTHY SHOT!! Why was that so clean!?!?

  • @THE-STREET-HERO
    @THE-STREET-HERO 2 หลายเดือนก่อน +16

    I actually like the idea of having the flame thrower scare them. Because we know we are getting the acid thrower, which can act like the OG flamethrower. I think in objective missions that ability would shine. Spcially since we are getting mutated enemies soon.

    • @Mad_Alyx
      @Mad_Alyx 2 หลายเดือนก่อน +3

      I think it would make it harder to use and chaff would just build up and then you'd be over run when you reload. Much easier to just kill out right.

    • @antynomity
      @antynomity 2 หลายเดือนก่อน

      I think a better and cooler way of doing this would making it a bit like deep rock galactic's platform gun upgrade that encourages enemies to path around them, so you can manipulate pathing of bugs and then quickly destroy all of them with concentrated explosives.

  • @vladxd6652
    @vladxd6652 2 หลายเดือนก่อน +1

    This would really bring more players back then any other updates or dlc

  • @MagicMan6969
    @MagicMan6969 2 หลายเดือนก่อน +9

    At this point Arrow Head should just hire you as the game balance dev, you have done and provided more in-depth information to the community and single handedly came up with solutions to most if not all of the problems with this game. You have come up with fixes and balance ideas in just over 4 hours and the devs cant even have a good idea in over 6 months.

  • @Fireheart318
    @Fireheart318 2 หลายเดือนก่อน +1

    I once again support all of these. The only thing I’d really add is add the ping targeting thing to ALL turrets, and maybe make artillery barrages drop their first shot on the beacon like your Walking Garage suggestion.

  • @Luke42652
    @Luke42652 2 หลายเดือนก่อน +10

    If we're going to give resupply 2 charges, meaning up to 8 boxes, why don't we just make it not shared at all and just reduce it from 4 boxes to 2 boxes? That way everyone gets their own resupply. The whole shared mechanic never really made sense to me anyway given the stratagems are supposed to be coming from your own ship. That completely fixes the problem. And in both scenarios, 2 charges x 4 boxes verses individual non-shared 2 boxes each, each person gets 2 boxes, which with how weapons/supplies works now anyway, you need 2 boxes to completely restock. I would be more onboard with the 2 shared charges if 1 box actually restocked everything. And another QOL, when you take a resupply box it should just reload your weapons. Right now you have to reload before taking the box to min/max. Given it's supposed to be a fun fast past horde shooter and not a competitive game, just make the boxes reload you so you don't have to think about it.

    • @ricestrike7937
      @ricestrike7937 2 หลายเดือนก่อน +1

      you guys actually want this game to be braindead...

    • @SteveAkaDarktimes
      @SteveAkaDarktimes 2 หลายเดือนก่อน +4

      its one of the few remaining features actually encouraging teamplay and staying together.

    • @matthewdeltoro1021
      @matthewdeltoro1021 2 หลายเดือนก่อน

      they had that on the first helldivers because ammo was a stratagem you had to bring along

    • @Luke42652
      @Luke42652 2 หลายเดือนก่อน +2

      @@SteveAkaDarktimes But in practice it does not. It just frustrates people. The first thing that happens when you see it's on CD is "where is it?" and the person either doesn't respond or it's "idk". I would argue sharing resupply doesn't actually contribute to team play, but actually hurts it. After all support stratagems are not shared unless you choose to give someone gear. The actual team play comes from coordinating on objectives.

    • @asakayosapro
      @asakayosapro 2 หลายเดือนก่อน

      @@Luke42652 communication solves that issue in most cases, but not always when it comes to games with randoms
      i ask if we need resupply, call it in, take one, ping it so other players know where it is.
      The 'resupply drop' icon on minimap makes a LOT of sense - though i imagine it is only active when the pod itself isn't blown to pieces.
      Also, on extraction it makes sense to blow the resupply pod up (along with any support weapons still on the pods) because when the pelican lands, they retract into the ground, making them inaccessible, in contrast to when they're on the ground. This is for situations where three guys are keeping the extract secured and defended while the samples guy is making a mad dash for extraction after grabbing the supers, either from the rock or a fallen player's sample container from quite a distance away - that, or finishing the objective because blitz missions are godawfully short on time sometimes (uncoordinated randoms)

  • @Sif_77
    @Sif_77 2 หลายเดือนก่อน +1

    The spear should get a programmable HE warhead that can take out groups of shriekers. We have these irl for tanks to take out aircraft.

  • @miemsliva4464
    @miemsliva4464 2 หลายเดือนก่อน +8

    First 3 min after posting lets see how he cooks

  • @Neo2266.
    @Neo2266. 2 หลายเดือนก่อน +1

    There was also an idea about machineguns suppressing bots to stop them from shooting back, or at least from shooting accurately. So you could suppresss basic bots with the Stalwart, Suppres Devastators with the Heavy MG, and Suppress Hulks with the HMG

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน

      Well according to the loading screen tips, shooting at bots makes them shoot less accurate. I just dont know if that is actually true.

  • @Neo2266.
    @Neo2266. 2 หลายเดือนก่อน +3

    Since there's a focus on synergies here, how about a capacitor backpack? A backpack that, when worn, makes laser/electric weaponry shoot with more power. As a tradeoff, the backpack itself can be a weakpoint that explodes when damaged enough, killing the diver.

    • @2MeterLP
      @2MeterLP 2 หลายเดือนก่อน +1

      Not having supply/shield/rover backpack is enough of a drawback, no need to make us even more squishy.

  • @LinusDickens
    @LinusDickens 2 หลายเดือนก่อน +2

    8:51 "make it a primary" that is fucking genius.

  • @chickensofdeath490
    @chickensofdeath490 2 หลายเดือนก่อน +5

    "I dont want to make the game easier" only nerfs enemies, buffs almost every stratagem. This games balance team is terrible but the community is giving it a run for its money, if these changes went through everyone would say the game is too easy and boring now (which it would be)

    • @cellanbrown
      @cellanbrown 2 หลายเดือนก่อน +1

      Disagree. Game is boring having to hide half the time. Not to mention I don't like 90 percent of strats. They don't do anything on 10. I wanna fight breaches not run from them.

  • @wafflezz52
    @wafflezz52 2 หลายเดือนก่อน +1

    Orbital emp is fun to use, it should definetly effect large enemies, it just got outclassed by stun grenades

  • @oditeomnes
    @oditeomnes 2 หลายเดือนก่อน

    I play often as a sentryman and I must say that HMGE doesn't really need all that much buffs. It fires the same bullets as HMG, but is way more accurate, turns rather decently now and it can fire all it's ammo without a single reload. Also last instance of HMGE does not disappear, so after half an hour there are a bunch of these sitting on the battlefield. Also you can stim yourself without animation in it. They need to fix the bug where reticle is not showing half of the time.
    Rocket turret has so much ammo, that I am unsure that it needs shorter cooldown. Agree on targeting fix
    Autocannon only needs one change: remove three round burst and give it a fixed fire rate until it runs out of ammo. Also agree on targeting fix.
    Tesla tower should have a feature that it does not zap players that are in prone position, because I remember it was in the description somewhere.

  • @Lord_Alzorn
    @Lord_Alzorn 2 หลายเดือนก่อน

    I've always thought a welcome addition to fix the mines is pretty simple: Remote Triggers
    Give us a stratagem command that manually detonates the mines you place. It would let you clean up your mess and make for a cool moment when you trigger it all at once to carpet bomb the enemies.

  • @CashFlowz16
    @CashFlowz16 2 หลายเดือนก่อน +1

    I got some game mode ideas and new objectives for the game that you could use for another video such as this.
    *Map objectives:*
    Abandoned banks/ore depositss: Find banks or mine ore deposits that increase your budget and allow for increased use of stratagems with reduced cooldown in a mission. Also allowing for eagles to hold more armaments.
    Find the traitor: some people have defected to the automatons, gotta hunt them down or else the enemies will buff themselves to the current equipment that the play has in the mission.
    Zip lines: you can deploy them to move across canyons, move between high risk areas, (again make more vertical maps). Make them findable around the map and then be already in place around automaton bases.
    Weapons of the fallen: sometimes find the weapon of HELLDIVERS from prior games and basically get a free stratagem or antitank weapon of some sort.
    *More mission types:*
    Farming sim: take the reigns of a farmer on super earth controlled bug planets, or go into an automaton simulation, doesn’t matter it’s still the same; practice with different stratagems on different enemies to figure out what works best for you.
    Raid missions: to be unlocked once a planet is about to be cleared. Bigger lobbies with more enemies where you have the whole map, but you just kill everything. No objectives besides weapon cashes.

  • @alcatraz-nc2814
    @alcatraz-nc2814 2 หลายเดือนก่อน +2

    Good changes but I would add one more thing for turret. Makes rocket turret focus heavies first and auto canon focus medium first then heavies . While I like the post changes rocket turret it is silly this stratagem is worse at dealing with heavies than auto canon.

  • @MMBN4bluemoon
    @MMBN4bluemoon 2 หลายเดือนก่อน +1

    👍
    Might I also add that armor needs to be looked at as well.
    Helmets need perks.
    The armor values need to be relooked too.
    Light armor can remain the same but this one would have the lowest stagger protection. Compensating because this one has the fastest movement speed and Regen.
    Medium armor I think you can keep that the same just increase the stagger more than light armor.
    Heavy armor increase the base rate from 150 to 175 or even 200.
    Have an even higher stagger threshold.
    Because right now there's really no reason to take heavy armor. You can get the same armor rating with medium armor and extra padding.

  • @dr.calibrations7984
    @dr.calibrations7984 2 หลายเดือนก่อน +2

    The devs watching this:
    "So we should nerf all the ones that he said no change on."

  • @fredorpaul
    @fredorpaul 2 หลายเดือนก่อน

    Another thing that would help with a lot of these weapons is to keep the amount picked up from ammo the same but have grenade pickups give ammo to rocket/grenade type weapons.

  • @Ishinokao
    @Ishinokao 2 หลายเดือนก่อน

    I appreciate that your suggestions aren't just number changes, but mechanical changes as well.

  • @scaIawag
    @scaIawag 2 หลายเดือนก่อน +1

    For the strafing run; Since it isn't a bomb mounted to the aircraft, it should ALWAYS be available even if you don't pick an eagle stratagem. It wouldn't make sense to have a CAS vehicle and just leave it in the hangar.

  • @awfulyowu5157
    @awfulyowu5157 2 หลายเดือนก่อน +1

    Id like to see the eagle strafing run combined with the eagle rocket pod. Think about it opening up with the rockets to strip armor and end with the machine gun to hit the weak spots

  • @mr_cold2897
    @mr_cold2897 2 หลายเดือนก่อน

    Thank you putting out a video like this. Even if we can't get all the changes, you pointed out a LOT of good potential changes not only to make it more fun but more immersive. Keep it up dough, love your content.

  • @arc_4543
    @arc_4543 2 หลายเดือนก่อน +1

    With the way it is atm, they could honestly make it to where you don't even have to reload the Railgun and the AMR would still be better imo

  • @SAIIIURAI
    @SAIIIURAI 2 หลายเดือนก่อน +1

    Excellent suggestions brother! Oh man, i wish AH would at least think about this changes, if that much fun is even allowed!^^

  • @jayknmallard430
    @jayknmallard430 2 หลายเดือนก่อน

    As an Arc Blitzer and Arc Thrower enjoyer; a small additional add to give the Orbital EMS and the EMS Mortar some more pick rate, inspired by your experimental addition to the Tesla Tower. As of right now, if you fire the Arc Thrower or Blitzer into a let's call it a "stun field" produced by the EMS Orbital and Mortar when it hits the area, it just... stops the arc at the radius of the EMS "stun field". I'd like to see that the EMS "stun field" from the EMS Mortar, and Orbital EMS linger a bit longer (especially the Orbital EMS). I'd love to have it where when you fire the Arc Blitzer or Arc Thrower into the EMS field, it does additional Arc damage and arcs to more enemies (because the arc bolt is entering an electrified zone). That'd really give the Arc Resistant armor more usage, and make running an EMS/Arc build much more viable, and frankly... More fun. Which by the way... While I'm on about the Arc Resistance armors, give it one additional bonus aside from just Arc Resistance. Now; Arc weapons don't really have recoil, but maybe the armor could have "Gives 95% Arc Resistance + Stun Grenades, EMS effects no longer slow you.". I'd totally love to be the "Shock Trooper" if these changes were made, because it'd be fun as hell to create a static field and electrocute the crap outta stuff in that field with my Arc Thrower or Arc Bllitzer. The Arc damage type should also do maybe 2x more damage to Bots, simply because I mean... METAL IS A CONDUCTOR. The Bugs have (had?) a fire weakness, why not give us even more options against the tin cans?
    Long comment I know, but my ideas sparked seeing the Tesla Tower and Arc Thrower ideas. Also, as an Orbital Gas Strike enjoyer; the buffs you recommended would be such an immense add for the support divers to finally lay down MG and HMG fire into the gas cloud knowing the enemy armor has been reduced a level that they can now unload without ricochet.

  • @Red-iu6wu
    @Red-iu6wu 2 หลายเดือนก่อน +1

    @OhDough i missed first half of stream but id like to toss these ideas around and see what you think
    for flamethrower some slow would be nice. you use this at close range on bugs but bug like to be close range so I'm going into danger range to use this thing
    for 3rd person railgun they just need to double up the 3rd person reticle animation. like normally a box closes in to show its charged but for overcharge have another one come in and if it lines up with the first box it blows up, easy.
    for the quasar id say make it so one shot takes like 85% of max heat so it can cool down a little without needing to overheat to "reload" but if you need the two shots then you can overheat it
    for recoilless i don't think it needs more ammo it needs to work correctly having 6 shots that can one shot a charger with a head shot is really good. it should two shot titans and as for the behemoth chargers I'm fine with it needing two rocket headshots because i can take out its leg with one shot (you need to be walking forward as you shoot it because of bug or leg armor will be at 1 hp) then it takes a few bullets from any other gun to kill it. if that bug was fixed and the titans would go down in two shots every time like they used to it should be good as that's still 6 charger kills (both types) or 3 titan kills and you can pick up more ammo easily. id also say remove reload cancel and give slight reload speed.
    for spear i say also remove small strider lock-on's, i almost never want to target those and the are always blocking my lock-on's. also just make backpack +1 ammo. no other gun gets a reload in its current mag. the model would be easy to make all you do is move the rings for first rocket on the backpack to the side then copy the rings and paste to the other side and there 4 rockets in pack. then you adjust reload animation.
    for stalwart i see it as a flamethrower type hoard clear weapon that sprays bullets instead of fire. (i never played HD1 and though i know it was a primary i also don't care) i kind of like having the 3 machine guns that go from light pen and high ammo to high pen and lower ammo but the stalwart needs some stopping power or something because more ammo don't mean anything if bullets are just bouncing off. MG and HMG would be so awesome if the had the ammo you mentioned
    also supplies reloading all weapons sounds like it should be a ship mod
    as a mech lover the mech disappoints me. i kind of also hate how E-Mech has two of the same weapon. id say move all the ammo to one gun and give it a cluster bomb shot as the other weapon. this will save some ammo and stop it from feeling like you only have one weapon on it. i also don't like the fuse thing I've kept mechs after running out of ammo a few times for the stomps or to use as mobile cover so the bomb should have a trigger to a start timer, maybe also expose a weak point that you can shoot to make it blow up early. some movement speed on it would be nice.
    Mech buff. mech can use backpacks. makes bubble shields bigger, dogs attach to mech acting like a turret and don't need to reload, can use jump pack for small jump or to give mech a short dash, supply pack can be used in mech to give mech 10-15% ammo ect
    for jump pack i hated the AOE effect on the dark fluid backpacks and the flame trails sound mostly pointless but i loved using the dark fluid packs they felt so good to use and this is what the jump pack needs it need more height and faster cooldown between jumps, if it was like the dark fluid pack was i would use it a lot. like if I'm losing a damage stratagem it needs to be good. some flight speed would be nice as well
    for auto turret id say remove burst fire. i hate it using 3 shots to kill something it one shots also turrets aiming at my pings would be cool
    for the rocket pods it needs 2 times more uses. my airstrike has 3 uses and so does rocket pods but pods can not one shot hulks, tanks or chargers while airstrike can and airstrike hits a big area while pods don't. why would anyone trade one shot area kills for one target, not killing auto aim? if it had more uses at least i can use it to open charger armor and take a stalwart or something to shoot the openings i make and it can help me be anti charger without a anti charger support weapon because without the extra uses i might as well use air strike and save myself the trouble shooting holes in armor. with 6 uses rockets pods now have a use i can weaken 6 chargers with weapons or kill 3 with just it while air strike can kill 3 with 3 uses but also hits more things

  • @Crimnox_Cinder
    @Crimnox_Cinder 2 หลายเดือนก่อน

    i think being able to carry an eat or commando while also holding another support weapon would be a great addition. as it is right now we mainly bring weapons to handle all enemy types (especially if you are a solo diver like me) my main loadout vs bugs on high level is breaker incen/sickle and railgun with supply pack, the railgun is the only method i have of reliably taking out both med targets AND chargers (from the front specifically). if i chose to bring a med clear build, the game throws tones of chargers at me, but if i bring anti tank, guess what, hardly any chargers, and an ass load of either spewers or hiveguards. if i could carry an eat AND a support, id be bringing eats and my laser cannon all the time. laser cannon is PERFECT for medium add clear against the bugs (bonus as it uses no ammo) and then the eat can take care of any charger that shows up. that right there sounds like so much more fun than what i currently need to run.

  • @vladxd6652
    @vladxd6652 2 หลายเดือนก่อน +1

    Man I wish they listened to you this sounds so good!! 🔥🔥🔥

  • @Spectacular_Insanity
    @Spectacular_Insanity 2 หลายเดือนก่อน +2

    AH: “We’ve heard your feedback and have decided to nerf the Railgun again.”

  • @snakeswitharms
    @snakeswitharms 2 หลายเดือนก่อน

    Eagle rocket pods could be like a laser designator sort of deal as opposed to the classic orb. Punch the code in and have a wrist mounted laser and get basically a stratagem version of an AT launcher you can aim for weak points with. Strong with good aim and spacing to avoid staggers as it comes in exactly where the laser is as soon as the countdown ends. If you initiate the call in by aiming for a second then it just lands at the last location targeted. Stops it from hitting random things or 10 feet away from the target sometimes and rewards skill/aim

  • @Sanchouzz.
    @Sanchouzz. 2 หลายเดือนก่อน

    Just a REALLY good idea about bullets, which aint big/AP enough can't pen armor, can slowly crushing it.
    Same time lasers cant pen armor at all, but can overheat/melt it.
    Melting works like kinetic weapons crush armor, while overheat (1 stage of melt?) just make enemy armor weaker, giving allies opportunity to kill/damage armoured enemies by small-arms.

  • @구름이야
    @구름이야 2 หลายเดือนก่อน

    i really love your idea of interaction between arcthrower and tesla tower.

  • @scottcheg9
    @scottcheg9 2 หลายเดือนก่อน

    Seeing the Arc Blitzer fire of like a tesla coil of death would be amazing, to avoid damaging yourself the cutting edge armour would be necessary.