Check out Manta Sleep here tinyurl.com/m6kfzsaj and make sure to use ERAVIN for 10% off your order! As promised i'll continue to cover Helldivers 2 and have another informational video coming out later this week for the game, hope this helped you stay informed thanks for watching and have a wonderful day! Also I do infact really use a sleep mask and quite like it.
@@EravinVT hey I actually just wanna throw a random endorsement behind your ad. I bought these because I wake up with the sunrise and summer in the PNW it’s brutally early. I got one of those mantis masks after investigating and it works super well. Expensive but worth while.
@@hohohojo I bought the cheapest one, and it's really great. It takes a bit of messing with it to get it fitting just right, but it's soooooo comfy when it does.
Agree with the bot rockets, limited seems a little too much, I think an increased cooldown would've been fine so you could stand up, figure out where they are, and have a few seconds to react accordingly
I've been saying for a long time that I wanted the cooldown increased, and allow us to visually see the rockets getting loaded with something like a 1s load time per rocket. IIRC rocket devastators shoot 12 rockets, so it'd be a 12s reload time before they do it again.
Yeah its a bit to much, the indication of what's happening is clear and the AoE was nerfed so I have no qualms about the small rocket shooters anymore, Hulks with rockets however do need more indication they are firing and *exist* near me as they are pretty quiet and have no sound queue for firing a volley.
It depends. It allows players that are at a disadvantage of say: being pinned down. Unable to see through foliage like that on forest planets. Or simply not having the guns to take down the handful of rocket devs fast enough. I don't think it would be very bad if they have 4-7 salvos, as they can blow through those incredibly fast, especially if we are talking at lower levels with lower level players where they will survive gunfire at long range, or at high levels where there are just that many that you can't kill them before they blow their loads. (PAUSE.)
Perhaps even a system where they have increased cooldowns the more rockets there are. So one rocket devastator still has some steps and basic shots, and occasionally does its rockets - but if there's FIFTEEN rocket devastators and three hulks shooting rockets, they take a longer time between firing, each, so you don't have a constant feed.
A cool down increase is acceptable. If AH is still interested in realism, rocket devs can have double arm machine guns for suppressive fire and limited rockets they fire more selectively. So they aren’t just firing forever rocket barrages at the rock you are hiding behind.
I miss how the old scout striders had a scanning pre-alert phase. I really wish they would have at least mixed them in rather than just replacing the normal scout striders entirely, the new ones are egregious and are also lazily implemented
I actually like the new striders with the rockets. On the one hand you can’t just smack them with a plasma punisher and blow the driver off, but the rockets themselves can be shot with mere primary weapons to inflict heavy damage on them. A perfect example of risk and opportunity.
Poor, lazy enemy design has been my biggest complaint. I've been saying this forever, it's not that all of our weapons are weak. The problem is terrible enemy design that makes weapons FEEL weak, because most weapons are ineffective against them. There's too much armor in higher difficulties, and not enough chaff. EoF amplified this problem, making a lot of weapons even more useless.
Eravin: Trouble sleeping? Have you considered blinding yourself? Scout from TF2 approximately 100 meters away from my location and approaching rapidly: THINK FAST CHUCKLE - NUTS!
The flamethrower changes are neat, but I’m still of the opinion that the flamethrower should force back or flinch bugs, and prevent them from jumping at you. Let’s be honest; the real issue isn’t that the flamethrower isn’t a good horde clear; it’s Hunters having the self-preservation complex of a Carnifex.
Well if they are a eusocial species it should be expected they do not value their individual lives. These things will charge at you while headless. Pain is a non factor.
@@EravinVT Someone made one of those "could X survive in 40k" for the Helldivers. My response was "Yes.... but they are basically the Imperial Guard. They will get CRUMPED by Space Marines of any kind."
They should really allow you to stay down after being ragdolled. Especially when you were already down on the ground (presumably taking cover), standing up automatically definitely feels awful because it either gets you killed or gets you chain ragdolled in most cases.
It's even worse because you have to wait until you're fully standing to stim, usually resulting in being un-alive shortly thereafter. Like the auto-climb, the auto-stand needs to go. It should never have been there anyway, there's a button to stand up, let us use it!
kinda agree with the rocket changes, the issue was less the infinite ammo (sure if they were allowed to stack up the unending barrage was pain), and more that they could fire the next volley of rockets BEFORE you could get back up, and thus near indefinitely ragdoll you with just a single RD if you got unlucky and it was close enough. Imo just double the cooldown on the RD's rocket volley and it's all good. (~2 seconds to 4 seconds give or take?)
I agree the cooldown between launches should be higher. I'd like to see them slightly slower in firing, but also have a fairly large gap after a few volleys, to symbolise them reloading their stocks etc (for rocket devs and tanks etc, at least) They have a laser arm, they can use that in the meantime.
Oh no, you can kill flame hulks, and are still horribly vulnerable to bruiser hulks, tanks and striders, all of which can hit you from more than 5 meters away!
SM2 made me kinda realize the importance of enemy laser sights. I hated that Payday 2 Snipers because they had lasers that blew their position, and now I am begging they add lasers to the annoying 1 shot automaton laser turrets in Helldivers just because it visibly works in Space Marine.
Bunker Turrets commonly found in Difficulty 10 are relatively small, usually blended into the scenery, one shot kill and 3 round burst, ragdoll in a larger AoE then the post nerf rockets, and do not have a laser preparing animation like other turrets in the game with the same kill potential sporting a maximum range and targeting distance of 160meters.
All I know is, every day I grow more engrossed in Space Marine 2, whatever is coming in this update it better be AMAZING to play or I’m over the whole thing.
Nearly all support weapons can kill striders, as well as most offensive grenades. Balancing a load out around being able to kill all enemies has led to the current meta of mostly only really using medium pen weapons however, so I get where you're coming from.
@@mitternacht4062 you can easily get separated from your support weapons after dying and/or getting overrun on high difficulty. What then, have the senator or the grenade pistol? What if you don't have either on the mission what then, stratagems? What if you're on cooldown and it doesn't have any rockets left to explode
Ngl i really miss the jet pack bot the surprise Insta deaths compared to the dozen or so armored chicken walkers rag dolling me around for few minutes before i die was just more entertaining
I thought I was the only one. I loved shooting those fuckers out of the sky. They were so terrifying yet totally manageable. The perfect enemy. Honestly a major fix to balancing would just be reducing the amount of shield devastator by 30% and replacing that 30% with jumpy boys.
It was funny the first 2 times, but after that, it gets annoying. Especially when you do everything right but the physics still bug out and fling the ragdoll at you just before it explodes.
Eravin please, I know you don’t like content farming but we NEED you to talk about how the RailGun changes they talked about would change breakpoints and effectiveness!
I can just tell you what it would theoretically change assuming no enemy changes, that is a 1 shot to charger leg armor at full charge, 2 shots to kill a factory strider through the eye at full charge, one shot to kill a gunship at full charge to the engine and 2 shots only one at full charge for a Titan to the head. Also tanks, turrets 3 2 full charged shots or 3 medium charges for those :D Basically it'll be absolutely insane, even if the enemies weren't getting weaker.
Having flamethrowers be high risk high reward is a very fitting trade off I believe. Along with the railgun buff, we're actually getting somewhere for once!
I have a good idea. What if there were a special laboratories on the map somewhere and conquering of which we could choose a dope upgrade for a weapon of a current game., to the point of OP flamethrower versions and others. Also would be good and immersive to have planets that provides special upgrades for stratagems all the time, if its liberated. It could work through supply chain connection between planets. Common. This game has so much potential. Its crazy. It could be transform in to something amazing with strategic elements…
DPS when u factor in burn damage is higher per second when you have more enemies in flames in that second. With the flame primary u can flick it over 10 enemies and in that same move the dagger and other laser weapons haven’t damaged any enemy because you have to focus the beam with those. U just need a lot of garbage on fire at once that you have to run away from and then it’s good, I swear
You are already one of the top Helldivers content creators you don't need a shit misleading/clickbait video to something that will happen next week loke it was today.
Id much rather see the Heavy Devastators get a Cool Down added to their broken af laser chain guns equal to that of the Quasar Cannon. And a nerf to headshot chance that Scout Striders and Hunters have, because its way too damn high.
I am willing to completely suspend my judgement not only until I play the patch, but also to see what they do after this patch. I want to see how they handle scaling the difficulty with higher levels in the future. Very interested to see how this all works out.
I'm so ready for this update! For awhile now I've just wanted the weapons we have to behave like the weapons they are. For example, nobody ever used a flamethrower without wearing fireproof gear right? So maybe if ur using a flamethrower, you have to wear the fire armor so you don't get burned by ur own flames. A shield pack would work too instead of armor, but every flame unit ever wore gear to protect them from themselves not other threats. And I wouldn't mind that
Heavy armor pen for flame throwers, for me, seems not too bad an idea, considering the range limitation and low BURST damage on them. Especially since the devs are going for OP weapons rather than challenge at the moment. I do look forward to higher stakes and challenges later, but for now, fun gameplay is a must.
What I don't get is why they did all the other buffs to flamers, apart from reverting the patch change? Old flamer was pretty balanced as while the flame passed through enemies, it didn't have any knockback and the single target dps was lower then other weapons. Made up from the burn damage and spreading the damage over more targets. But if they boost the damage, then it may get too good and then we will get a backlash nerf instead. I would even have been fine with a revert alongside a slight nerf to dps against Chargers to not make it the best weapons against them, but still work. I guess flamers still have the friendly fire downside.
In my mind, if they wanted to make a notable difference between fire-based weapons, make the flamethrower support weapon have either the highest armor pen, or allow it to bypass armor entirely (like how it was cooking chargers pre-nerf). The primary and secondary can have a lower armor pen, or something to that effect
imho if they want to differentiate the flamethrowers from each other, the support should absolutely be the strongest in terms of armor pen and damage. but the primary and secondary can fight for range and quality of life. maybe give the secondary some pushback and give the primary 50m range, instead of hueg armor pen.
Sure, Flamethrower could be “OP” by bypassing chargers once again, but they could just make it less damage value while still retaining the penetration and, more important imo, the stagger. Just tone it down that the TTK is longer but still there and viable
I routinely get most kills on difficulty 10 without a support weapon on both fronts. So I can't wait for them to increase the difficulty level. As they said it would be easy to do. And don't get me wrong. The new patch sounds fun. I just hope it isn't stupid easy (PLEASE GIVE US WARLORDS). And imo, poor positioning will get you ragdolled more than anything else. Btw, bot loadout: bonesnapper armor, stim booster, plasma punisher, nade pistol, stun nade, precision orbital, airstrike, 380 and 120mm barrage. Bug loadout: exactly the same except I go blitzer and then replace the airstrike with the 500kg. It's a high risk high reward loadout specifically for breaches and bot drops. Sometimes I die a bunch and it's a struggle if my team is full of running cowards instead of killers (in any case I get most kills 90% of the time). But sometimes I get fully kitted while having four red stratagems. The other day I had an AMR and a shield plus the four red stratagems and it was a blast. Sometimes I pick up a backpack and help reload. Or I just pick up whatever random weapon I find on the battlefield. It's not for the faint of heart. But it'll make you a red stratagem expert, as well as, the most efficient killer on your team. That is, if you have the guts to be uncomfortable sometimes.
Aw man...I understand not wanting to farm for views. But you are like....the cool headed one that explains things best. Very excited for the coming changes.
While we're buffing the flamers, i'm keen for some love to be shown to the sustained beam weapons like the scythe and dagger (laser cannon is in a decent place atm) The dagger just doesn't quite do the business on either front just yet. But one day i hope
It feels fine to have an over powered trash cleaner that’s only overpowered on one front. This was the change I couldn’t defend and I’m glad it’s going back to before
It makes sense. Arrowhead have been silly making sure that there are only 2-3 solutions to any problem. If someone wants to mag dump their entire primary ammo supply into a bile titan to kill it, LET THEM! they kill the bile titan and now have 0 ammo for the swarms of terminids. Instead Arrowhead said "no no no! You must use the weapons WE say to use! 0 damage 0!!!!!! Play correctly. " and this was the mentaility that was killing their game. I am so glad they are fixing it.
Most likely the reason why the flamethrower was buffed 33% was because all the flame weapons were reduced 33% to compensate for their ability to go through armor. They probably thought that the secondary and primary would be too strong if they did the damage they did and still went through armor. By increasing the flamethrower support by 33% it just brought it back to its initial values. This is the way that they did some of the laser weapons months ago. I don't believe they're being totally honest.
Honestly I think some of the mechanics changes are some of the biggest deals. Rounding up instead of down? Seems small. But changes like that (and durable damage come on adjust these values please) mean more to me than a raw stat buff to any particular weapon.
While you think it's too much, I think the rocket limitation isn't likely to be as big of a difference as you're making it out to be. Unless they're limited to three salvos or less, I foresee the experience being very similar in all but the longest engagements. The issue with how they work now, at least for myself and those I play with, was how punishing they are if you fail to see them a single time. With the amount of visual clutter in the game, combined with the hectic nature of sound cues when engaging large hordes of bots, suddenly getting slapped from a flank appearing from the woods would very often just end you. Even if you wore heavy armor that's resistant to explosions, the rag dolling could throw you out of cover, into the firing line of enemies you were hiding from in the first place. Given the bots love of weapons that stagger you out of animations, and the default attempt to stand back up, this could often result in the player just dying as the result of a single-and frankly, pretty easy to make-mistake.
Am i the only helldiver that thinks the shield devastator being able to fire infinitely and laser beam you even as you dive a bigger problem than missile devastators?
It's a close range weapon with huge self-harm potential and pretty much no stagger, meaning it's very defensive in use with lots of backpedaling. It's only fair to offset these disadvantages with shitload of damage potential, also it's a damned flamethrower
would've been better if secondary flamer was instead like a flare gun or something that would deal set a single target on fire and deal high damage. So maybe it would be good against bile spewers or stalkers.
I don't feel flamers are impossible to balance as ultimately the limited range of the weapon and friendly fire potential will always keep it balanced. Looking at Darktide, the flamer is quite possibly the best crowd control weapon in the ranged weapon slot and feels insanely powerful to use, but you sacrifice any ability to pick off ranged enemies and have to rely on your team to do so making it a risky weapon to use. Helldivers should be no different, as it's only really useful against bugs and you have to get relatively close to use it properly when normally you want to keep distance in bug missions. The risk is the limited range and vulnerability (and setting yourself on fire), the reward is the high damage potential.
chargers shouldnt die from one leg getting blown off, they should enter a bleedout state and if a second leg gets melted the bleedout should increase by a magnitude of 2, bile titans should also have their legs get blown off too, it makes sense that their spindly legs should be their weakest point yet the hardest to aim for in their joint connecting to their body, to balance this weakness, their movement speed should get a buff to make them more of a threat. it'd be hilarious to see a bile titan stumble around with 3 legs and then they get their other front leg blown of or their diagonal across leg get shot off and watch their wonky physics skyrim launch them into the stratosphere.
I thought the point of the game is overpowered weapons, squishy bodies. I don't mind dying all the time if when I'm on my feet I have the ability to rain hell as long as I play well and strategically.
The only thing I wonder now is will they also revert the odd sense of recoil with the flamethrower. Now that is just unnecessary for something so limited in range. That and does the pools of fire on surfaces apply extra damage.
Look. All I’m saying is, seeing as the rail gun can kill you in unsafe mode, increasing the risk/reward, I feel it deserves to be stronger. Flame thrower sure ok I guess but it’s pretty boring IMO. Nothing is more satisfying than getting those clean shots with an almost full charge unsafe rail gun shot.
Oh bro you spoke my mind on how BS the Rocket Striders are, they pretty much punish you if you dont bring an AP 3 - 4 weapons than can take them out instantly. Like goddamn that is how busted they are since they cant be killed by any light weapon compared to Devastators and they spawn more AND FASTER!
Good move on the flamethrower but I still feel the Torcher has no real use-case. It does pathetic dps is actually a liability against chaff because hunters will close the gap and maul you before you kill them. Yes you can light the floor for them to run into but that’s not enough for a primary. Thats exactly what the crisper or grenades are good for.
@@EravinVT I agree. I actually think both the Torcher and Crisper are crap but the Torcher is especially crap. Even with this change I think it’s probably one of the worst guns in the game.
The flamer didn't need a buff, it just needed to be reverted back to how it was. It didn't need more armor pen, it didn't need more damage. Why do they need to swing back and forth so wildly? It was basically perfect how it was and they ruined it, they don't need to overcompensate when buffing it back.
I'm still of the mind that we should let Arrowhead cook, followed by the usual feedback loop, because since when has a live service game given a shit about its players? They deserve every chance we're willing to give. Maybe (BIG maybe) other devs will see what happens when you listen to the players and follow suit.
They should add feedback and functionality to the delay on the arc thrower, railgun, quasar, laser weapons, and flamer throwers. They feel unresponsive. So maybe give them chaff clear at low charge (discharging) and the flamers can spray oil on tapping the trigger. Maybe tap-tapping lasers will help to speed heat venting while precharging the shot. Plus added sound design and haptics to give your brain the happy juice.
I hope they Nerf the heavy devastators. A slight fire rate decrease would be nice because I'm tired of getting obliterated as soon as i take a peak out of my cover
Being able to choose to stand or stay laying down would be nice bc my character trying to stand in front of shield devestators instead of using a stim on the ground kills me more than anything after a ragdoll. Feels like this is going to become to easy after the update tbh. 10 can be rough sometimes but not unbeatable by any means. Hooe it doesnt become too easy
@@ethan3650 the only issue I have with 10 is looking behind to a totally clear field turning to kill 2 enemies in no time flat to turn around and have 3 to 5 patrols just being there all the sudden tyen you turn to get some distance or hiding space from those ones to have 2 ot 3 more patrols coming from the way you just cleared
I guess we'll see what else they have in store. I'm not going to say this is making or breaking the game until I've seen it put together but I really hope they don't end up just trivializing the game. Sure they can add new difficulties but I would rather not get to that point only after months of gameplay that's as rewarding as eating your own snot. I'm starting to feel like I won't even need stratagems soon if we decide to keep pushing this direction. Some players just won't be satisfied until they're dropping chargers with a peacemaker.
I'm all for the improvements. However unless our sample storage and medal storage increases or we get more Warbonds more often how often I play will be limited. Currently there's no reason for me to play other than for fun as I cannot progress any further in the game. I'm maxed on samples, medals, I got every warbond with everything in said warbonds I want unlocked, and I got every ship module. Hell, if they don't want to add any new shit to the game then allow us to unlock existing stuff already in the game that we can't get normally like the Double Barrel Shotgun, the Twitch Drop armor, etc. I'd straight up spend all my medals to unlock the Double Barrel Shotgun as a primary weapon, it needs to be buffed and the ammo capacity and resupply to be buffed as well, but even as is I'd happily run it as a primary, I just want something to spend my medals and samples on to incentivize me to play instead of knowing that no matter how much I play, how difficult the missions I complete, how many samples I grab, and how many side objectives I get done, it doesn't matter to me as I cannot use any of the rewards, nor can I bank them. When I do play I still grab samples and still do all the side objectives for the guys who are not at the end game like me, but I find myself not playing anywhere near as much as I want to.
The decision making with this game's overall design seems incredibly bizarre to me. If anything, I'd think flamethrowers would do high damage with low armor penetration value. Anything burning then takes increased damage from ballistic weapons. Seems reasonable.
I think they should have limited ammo if this is the "mil sim" they want limited enemy heavy weapons ammo would apply they should at least have to do some sort of a resupply whether that be a unit that runs into the field to do it or a retreat and resupply for flying but infinite ammo when it comes to physical objects like rockets should not be a thing if you are going for mil-sim of any sort.
I'm kind of worried that the devs are getting vindictive with the buffs, like they are mad that the community complained about the nerfs so they are going to overbuff weapons just so they can show up on the other end and go, "See! Buffs not fun either! Weren't you foolish to not let us do what we wanted to do?" When that was never what the community wanted. Like, I saw someone complaining on the forums saying, "Well just make all the enemies 1hp and all the weapons do 1hp, THERE. HAPPY?" and when people tried to correct him then it's all crydiver this, people will never be happy. It's just so dishonest.
@@dotmadhack Definitely got that vibe as well. Really didn’t think the extra 33% was needed…. But who knows maybe they’re trying to make it high risk high reward. You’d end up having to be as cautious as if you were using an arc thrower. We’ll see
Check out Manta Sleep here tinyurl.com/m6kfzsaj and make sure to use ERAVIN for 10% off your order!
As promised i'll continue to cover Helldivers 2 and have another informational video coming out later this week for the game, hope this helped you stay informed thanks for watching and have a wonderful day! Also I do infact really use a sleep mask and quite like it.
@@EravinVT hey I actually just wanna throw a random endorsement behind your ad. I bought these because I wake up with the sunrise and summer in the PNW it’s brutally early. I got one of those mantis masks after investigating and it works super well. Expensive but worth while.
@@hohohojo I work nights in the PNW and I couldn't agree more. I picked up a Manta Sleep mask and it is great, pricy but you cant skimp on your sleep.
@@hohohojo I bought the cheapest one, and it's really great. It takes a bit of messing with it to get it fitting just right, but it's soooooo comfy when it does.
Agree with the bot rockets, limited seems a little too much, I think an increased cooldown would've been fine so you could stand up, figure out where they are, and have a few seconds to react accordingly
I've been saying for a long time that I wanted the cooldown increased, and allow us to visually see the rockets getting loaded with something like a 1s load time per rocket. IIRC rocket devastators shoot 12 rockets, so it'd be a 12s reload time before they do it again.
Yeah its a bit to much, the indication of what's happening is clear and the AoE was nerfed so I have no qualms about the small rocket shooters anymore, Hulks with rockets however do need more indication they are firing and *exist* near me as they are pretty quiet and have no sound queue for firing a volley.
It depends.
It allows players that are at a disadvantage of say: being pinned down. Unable to see through foliage like that on forest planets. Or simply not having the guns to take down the handful of rocket devs fast enough.
I don't think it would be very bad if they have 4-7 salvos, as they can blow through those incredibly fast, especially if we are talking at lower levels with lower level players where they will survive gunfire at long range, or at high levels where there are just that many that you can't kill them before they blow their loads. (PAUSE.)
Perhaps even a system where they have increased cooldowns the more rockets there are. So one rocket devastator still has some steps and basic shots, and occasionally does its rockets - but if there's FIFTEEN rocket devastators and three hulks shooting rockets, they take a longer time between firing, each, so you don't have a constant feed.
A cool down increase is acceptable. If AH is still interested in realism, rocket devs can have double arm machine guns for suppressive fire and limited rockets they fire more selectively. So they aren’t just firing forever rocket barrages at the rock you are hiding behind.
I miss how the old scout striders had a scanning pre-alert phase. I really wish they would have at least mixed them in rather than just replacing the normal scout striders entirely, the new ones are egregious and are also lazily implemented
100%
Fighting the new Scout strider is playing pinball, but you are the ball
I actually like the new striders with the rockets. On the one hand you can’t just smack them with a plasma punisher and blow the driver off, but the rockets themselves can be shot with mere primary weapons to inflict heavy damage on them. A perfect example of risk and opportunity.
I think they did it like the bile spewers/nursing spewers. You don't run into both typically.
Poor, lazy enemy design has been my biggest complaint. I've been saying this forever, it's not that all of our weapons are weak. The problem is terrible enemy design that makes weapons FEEL weak, because most weapons are ineffective against them.
There's too much armor in higher difficulties, and not enough chaff. EoF amplified this problem, making a lot of weapons even more useless.
bro when you said "how about blinding yourself" my mind jumped to a flashbang
"Think fast chucklenuts"
@@presentrama same
Genuinely made me question if it actually was a sponsor for a second.
My mind went to that scene from Slumdog Millionaire.
I feel like the flame weapons are incredibly risky weapons with terrible ranges having them do crazy damage feels like a great trade-off
I always ran medic armor with flamers for the obvious problem with constantly setting myself on fire
Eravin: Trouble sleeping? Have you considered blinding yourself?
Scout from TF2 approximately 100 meters away from my location and approaching rapidly: THINK FAST CHUCKLE - NUTS!
The flamethrower changes are neat, but I’m still of the opinion that the flamethrower should force back or flinch bugs, and prevent them from jumping at you.
Let’s be honest; the real issue isn’t that the flamethrower isn’t a good horde clear; it’s Hunters having the self-preservation complex of a Carnifex.
Warhammer mentioned
Well if they are a eusocial species it should be expected they do not value their individual lives. These things will charge at you while headless. Pain is a non factor.
This is way funnier than it is getting credit for.
Ya right they live on planets that have fire tornadoes they're not scared of fire or their own lives 😂
Yeah hunters don't care at all, they'll jump right through your fire and give you that 3 piece combo
I know I shouldn’t get too hyped before this drops but I’m feeling very excited for this update and will be playing it right away!
Playing space marine 2 while waiting anxiously for more helldivers 2... Thank you for the updates brother
SM2 is a good vaca, have fun and cya soon brother
@@EravinVT Someone made one of those "could X survive in 40k" for the Helldivers. My response was "Yes.... but they are basically the Imperial Guard. They will get CRUMPED by Space Marines of any kind."
They should really allow you to stay down after being ragdolled. Especially when you were already down on the ground (presumably taking cover), standing up automatically definitely feels awful because it either gets you killed or gets you chain ragdolled in most cases.
@@wishiwascooler This!
It's one of the biggest gripes I have with this game.
It's even worse because you have to wait until you're fully standing to stim, usually resulting in being un-alive shortly thereafter.
Like the auto-climb, the auto-stand needs to go. It should never have been there anyway, there's a button to stand up, let us use it!
Yep. Let me get ragdolled, stim, THEN get up when I want too.
Wild ad transition 😂 love it.
I try to make them entertaining when I can :D
For real, that was a good one
@@EravinVT very classy, and I thought I need only look into my lamp to blind myself. 🤔
Exquisite product my friend, exquisite.
0:27 I fully thought this was going to be a flashlight ad for a second
I know you don't want to farm vids but tbh I wouldn't care. You deserve the views. 👍
I wanna earn em through entertainment value and transformative/original content :D
780 dps has the potential to roast helldivers quicker as well. High risk, high reward imo
That fire reducing armor will come into play for sure
@@AngryBaldyGaming indeed
That and the 25% buff to flamethrowers through the ship upgrade.
Well over 800 damage a second.
@@epgamer1145 good point!
@@epgamer1145 You mean almost 1000 damage per second, 975 to be exact. We'll be cooking, bois
The main thing I’m a bit confused about is why the crisper has a decent bit more dps than the torcher being the crisper is, y’know, a secondary
Higher intensity flame to compensate for its small tank.
kinda agree with the rocket changes, the issue was less the infinite ammo (sure if they were allowed to stack up the unending barrage was pain), and more that they could fire the next volley of rockets BEFORE you could get back up, and thus near indefinitely ragdoll you with just a single RD if you got unlucky and it was close enough.
Imo just double the cooldown on the RD's rocket volley and it's all good. (~2 seconds to 4 seconds give or take?)
I agree the cooldown between launches should be higher. I'd like to see them slightly slower in firing, but also have a fairly large gap after a few volleys, to symbolise them reloading their stocks etc (for rocket devs and tanks etc, at least)
They have a laser arm, they can use that in the meantime.
3:30 I've seen a flamer guy tussling with Hulks while wearing the flame-repellent armor just fine, and it was after the nerf. It will be broken
The backs have no armor value, anything can kill through it, even nerfed flamers
Oh no, you can kill flame hulks, and are still horribly vulnerable to bruiser hulks, tanks and striders, all of which can hit you from more than 5 meters away!
@@EravinVT I was taking him facing them off somehow. It took him sometime to bring them down, but he did not die often either
SM2 made me kinda realize the importance of enemy laser sights. I hated that Payday 2 Snipers because they had lasers that blew their position, and now I am begging they add lasers to the annoying 1 shot automaton laser turrets in Helldivers just because it visibly works in Space Marine.
They're got laser pointers, though? They point the laser at you and then you explode.
more indication and queues across the board would be nice, there is a lack of audio queues almost in entirety and only a few visual ones
The giant ass cannon barrel pointing at you is an indication, wdym
@@Zerathorne40k Not when your camera is facing 180 degrees in the opposite direction of it. At least a targeting laser on your cape would be readable.
Bunker Turrets commonly found in Difficulty 10 are relatively small, usually blended into the scenery, one shot kill and 3 round burst, ragdoll in a larger AoE then the post nerf rockets, and do not have a laser preparing animation like other turrets in the game with the same kill potential sporting a maximum range and targeting distance of 160meters.
All I know is, every day I grow more engrossed in Space Marine 2, whatever is coming in this update it better be AMAZING to play or I’m over the whole thing.
Armoured scout striders need more ways to be taken down, if I'm running only light pen I should still have an option
Nearly all support weapons can kill striders, as well as most offensive grenades. Balancing a load out around being able to kill all enemies has led to the current meta of mostly only really using medium pen weapons however, so I get where you're coming from.
@@mitternacht4062 you can easily get separated from your support weapons after dying and/or getting overrun on high difficulty. What then, have the senator or the grenade pistol? What if you don't have either on the mission what then, stratagems? What if you're on cooldown and it doesn't have any rockets left to explode
@@eltonrivera9610 play on a lower difficulty if you can’t hack it
Ngl i really miss the jet pack bot the surprise Insta deaths compared to the dozen or so armored chicken walkers rag dolling me around for few minutes before i die was just more entertaining
same
I thought I was the only one. I loved shooting those fuckers out of the sky. They were so terrifying yet totally manageable. The perfect enemy. Honestly a major fix to balancing would just be reducing the amount of shield devastator by 30% and replacing that 30% with jumpy boys.
It was funny the first 2 times, but after that, it gets annoying. Especially when you do everything right but the physics still bug out and fling the ragdoll at you just before it explodes.
Ty for the vids Eravin! Always appreciate the content :)
thanks for continuing to watch em :D
8:21 play with randoms that orbital on the landing platform, you can do this by joining any level 10 game, as they are full of level 10s.
Rare Arrowhead W? HELL YEAH!!!
It's sounding like we are going to be swimming in Ws all this week as they'll be giving us a new short with a buff every day leading up to release.
Pyromaniacs, stand ready! 🔥🔥🔥
Absolutely!
@@EravinVT If we can have that "orbital napalm strike" back at the same time ...
Eravin please, I know you don’t like content farming but we NEED you to talk about how the RailGun changes they talked about would change breakpoints and effectiveness!
I can just tell you what it would theoretically change assuming no enemy changes, that is a 1 shot to charger leg armor at full charge, 2 shots to kill a factory strider through the eye at full charge, one shot to kill a gunship at full charge to the engine and 2 shots only one at full charge for a Titan to the head. Also tanks, turrets 3 2 full charged shots or 3 medium charges for those :D Basically it'll be absolutely insane, even if the enemies weren't getting weaker.
@@EravinVT woah didn’t expect you to break it down here, thanks man and with the enemy nerfs it’s gonna be a dope choice
I do wonder if the DoT will also benefit from 30% damage and increased AP.
And you answered my question midway
hahaha
Having flamethrowers be high risk high reward is a very fitting trade off I believe. Along with the railgun buff, we're actually getting somewhere for once!
I have a good idea. What if there were a special laboratories on the map somewhere and conquering of which we could choose a dope upgrade for a weapon of a current game., to the point of OP flamethrower versions and others. Also would be good and immersive to have planets that provides special upgrades for stratagems all the time, if its liberated. It could work through supply chain connection between planets. Common. This game has so much potential. Its crazy. It could be transform in to something amazing with strategic elements…
DPS when u factor in burn damage is higher per second when you have more enemies in flames in that second. With the flame primary u can flick it over 10 enemies and in that same move the dagger and other laser weapons haven’t damaged any enemy because you have to focus the beam with those. U just need a lot of garbage on fire at once that you have to run away from and then it’s good, I swear
You are already one of the top Helldivers content creators you don't need a shit misleading/clickbait video to something that will happen next week loke it was today.
Id much rather see the Heavy Devastators get a Cool Down added to their broken af laser chain guns equal to that of the Quasar Cannon. And a nerf to headshot chance that Scout Striders and Hunters have, because its way too damn high.
I am willing to completely suspend my judgement not only until I play the patch, but also to see what they do after this patch. I want to see how they handle scaling the difficulty with higher levels in the future. Very interested to see how this all works out.
AirHead wears Manta Sleep Masks while making balance choices.
Lol
I'm so ready for this update! For awhile now I've just wanted the weapons we have to behave like the weapons they are. For example, nobody ever used a flamethrower without wearing fireproof gear right? So maybe if ur using a flamethrower, you have to wear the fire armor so you don't get burned by ur own flames. A shield pack would work too instead of armor, but every flame unit ever wore gear to protect them from themselves not other threats. And I wouldn't mind that
Heavy armor pen for flame throwers, for me, seems not too bad an idea, considering the range limitation and low BURST damage on them. Especially since the devs are going for OP weapons rather than challenge at the moment.
I do look forward to higher stakes and challenges later, but for now, fun gameplay is a must.
What I don't get is why they did all the other buffs to flamers, apart from reverting the patch change? Old flamer was pretty balanced as while the flame passed through enemies, it didn't have any knockback and the single target dps was lower then other weapons. Made up from the burn damage and spreading the damage over more targets. But if they boost the damage, then it may get too good and then we will get a backlash nerf instead. I would even have been fine with a revert alongside a slight nerf to dps against Chargers to not make it the best weapons against them, but still work. I guess flamers still have the friendly fire downside.
In my mind, if they wanted to make a notable difference between fire-based weapons, make the flamethrower support weapon have either the highest armor pen, or allow it to bypass armor entirely (like how it was cooking chargers pre-nerf). The primary and secondary can have a lower armor pen, or something to that effect
imho if they want to differentiate the flamethrowers from each other, the support should absolutely be the strongest in terms of armor pen and damage. but the primary and secondary can fight for range and quality of life. maybe give the secondary some pushback and give the primary 50m range, instead of hueg armor pen.
Sure, Flamethrower could be “OP” by bypassing chargers once again, but they could just make it less damage value while still retaining the penetration and, more important imo, the stagger.
Just tone it down that the TTK is longer but still there and viable
The pyromaniac laugh near the end got me good xD Keep up the good work!
:D
I routinely get most kills on difficulty 10 without a support weapon on both fronts. So I can't wait for them to increase the difficulty level. As they said it would be easy to do. And don't get me wrong. The new patch sounds fun. I just hope it isn't stupid easy (PLEASE GIVE US WARLORDS). And imo, poor positioning will get you ragdolled more than anything else.
Btw, bot loadout: bonesnapper armor, stim booster, plasma punisher, nade pistol, stun nade, precision orbital, airstrike, 380 and 120mm barrage. Bug loadout: exactly the same except I go blitzer and then replace the airstrike with the 500kg. It's a high risk high reward loadout specifically for breaches and bot drops. Sometimes I die a bunch and it's a struggle if my team is full of running cowards instead of killers (in any case I get most kills 90% of the time). But sometimes I get fully kitted while having four red stratagems. The other day I had an AMR and a shield plus the four red stratagems and it was a blast. Sometimes I pick up a backpack and help reload. Or I just pick up whatever random weapon I find on the battlefield. It's not for the faint of heart. But it'll make you a red stratagem expert, as well as, the most efficient killer on your team. That is, if you have the guts to be uncomfortable sometimes.
Aw man...I understand not wanting to farm for views.
But you are like....the cool headed one that explains things best. Very excited for the coming changes.
While we're buffing the flamers, i'm keen for some love to be shown to the sustained beam weapons like the scythe and dagger (laser cannon is in a decent place atm)
The dagger just doesn't quite do the business on either front just yet.
But one day i hope
It feels fine to have an over powered trash cleaner that’s only overpowered on one front. This was the change I couldn’t defend and I’m glad it’s going back to before
They still need to give better sound design to the bugs.
Too many of them sneak up on ya.
Arrowhead saw you were starting to get into Space Marine and took drastic measures to get you back into the fight for democracy
but mah emprah!!!
Yesssssss I'm so glad I'm not the only one who has been begging for an option to stay prone after a ragdoll
It makes sense. Arrowhead have been silly making sure that there are only 2-3 solutions to any problem. If someone wants to mag dump their entire primary ammo supply into a bile titan to kill it, LET THEM! they kill the bile titan and now have 0 ammo for the swarms of terminids. Instead Arrowhead said "no no no! You must use the weapons WE say to use! 0 damage 0!!!!!! Play correctly. " and this was the mentaility that was killing their game. I am so glad they are fixing it.
MY BOY ERAVIN GOT SPONSORED!!!! Good job man, you're on the road to (more) success!
Oh, and good video and all that.
For the rockets, if they buff our weapons then I feel a nerf to them will be over kill.
same
🔥 This flamethrower is absolutely wild! Perfect for those epic action scenes or just having some fiery fun. Safety first, though! 🔥
friendly fire isn't
Consider that sometimes you don't have a choice to be this close to a hulk. Maybe the flame pistol would be a nice back up weapon for once.
It’s awesome to see you getting sponsorships. Well deserved!
Most likely the reason why the flamethrower was buffed 33% was because all the flame weapons were reduced 33% to compensate for their ability to go through armor. They probably thought that the secondary and primary would be too strong if they did the damage they did and still went through armor. By increasing the flamethrower support by 33% it just brought it back to its initial values.
This is the way that they did some of the laser weapons months ago. I don't believe they're being totally honest.
If you’re gonna have ad reads can you timestamp them so we can skip it? Since we got you to a point where you could have sponsors and all
Honestly I think some of the mechanics changes are some of the biggest deals. Rounding up instead of down? Seems small. But changes like that (and durable damage come on adjust these values please) mean more to me than a raw stat buff to any particular weapon.
I feel that the weapons themselves won't have class 4 pen but that fire DoT can will deal med pen damage like the gas strikes does
i want the hellpods to be able to land on top of things again
While you think it's too much, I think the rocket limitation isn't likely to be as big of a difference as you're making it out to be. Unless they're limited to three salvos or less, I foresee the experience being very similar in all but the longest engagements.
The issue with how they work now, at least for myself and those I play with, was how punishing they are if you fail to see them a single time. With the amount of visual clutter in the game, combined with the hectic nature of sound cues when engaging large hordes of bots, suddenly getting slapped from a flank appearing from the woods would very often just end you. Even if you wore heavy armor that's resistant to explosions, the rag dolling could throw you out of cover, into the firing line of enemies you were hiding from in the first place.
Given the bots love of weapons that stagger you out of animations, and the default attempt to stand back up, this could often result in the player just dying as the result of a single-and frankly, pretty easy to make-mistake.
What I want for ragdoll changes is for heavy armor to get some kind of ragdoll or kickback resistance
Im convinced youre a member of ArrowHead Lol your videos are always very professional
I wish I’d had a singular second of contact from AH haha
Honestly wish they'd just fix the rocket striders - the insta kill rockets that lock you in a ragdoll loop are frustrating
Am i the only helldiver that thinks the shield devastator being able to fire infinitely and laser beam you even as you dive a bigger problem than missile devastators?
Rocket devastator throws you out of cover
Heavy devastator finishes you off
Endless cycle
I agree with this statement, mentioned them in my last news video
I totally forgot about the round up already, that'll be super super nice
Barrager tanks and rocket striders don’t have the care and attention to animation and audio the most basic enemies do. Should have fine tuned them!!!!
It's a close range weapon with huge self-harm potential and pretty much no stagger, meaning it's very defensive in use with lots of backpedaling. It's only fair to offset these disadvantages with shitload of damage potential, also it's a damned flamethrower
I never got to play with day one Eruptor, I would love to see it restored to its former glory.
would've been better if secondary flamer was instead like a flare gun or something that would deal set a single target on fire and deal high damage. So maybe it would be good against bile spewers or stalkers.
Guess after Concord situation, Sony really whipped Arrowhead devs for their bs
Good
Pretty sure that was Piles
@@EravinVT I really don't think that there's only one sane guy in their entire crew
That would be nuts
I don't feel flamers are impossible to balance as ultimately the limited range of the weapon and friendly fire potential will always keep it balanced. Looking at Darktide, the flamer is quite possibly the best crowd control weapon in the ranged weapon slot and feels insanely powerful to use, but you sacrifice any ability to pick off ranged enemies and have to rely on your team to do so making it a risky weapon to use. Helldivers should be no different, as it's only really useful against bugs and you have to get relatively close to use it properly when normally you want to keep distance in bug missions. The risk is the limited range and vulnerability (and setting yourself on fire), the reward is the high damage potential.
I think the 33% buff is for the 3/3 spray damage
So they'd do 4/4 damage now
chargers shouldnt die from one leg getting blown off, they should enter a bleedout state and if a second leg gets melted the bleedout should increase by a magnitude of 2, bile titans should also have their legs get blown off too, it makes sense that their spindly legs should be their weakest point yet the hardest to aim for in their joint connecting to their body, to balance this weakness, their movement speed should get a buff to make them more of a threat. it'd be hilarious to see a bile titan stumble around with 3 legs and then they get their other front leg blown of or their diagonal across leg get shot off and watch their wonky physics skyrim launch them into the stratosphere.
If only they still had 6 legs like hd1 and you had to break 2 of them to instantly kill em
Oh boy they reverting it back, wonder whats gonna break now
Time to switch to the fire armor for my own protection against the pyro divers
lmao facts
Honestly the pyro suits best attribute might honestly be how fast you can move with it. I frequently wear it just for that purpose.
I thought the point of the game is overpowered weapons, squishy bodies. I don't mind dying all the time if when I'm on my feet I have the ability to rain hell as long as I play well and strategically.
Hopefully we are getting back to that
The only thing I wonder now is will they also revert the odd sense of recoil with the flamethrower.
Now that is just unnecessary for something so limited in range.
That and does the pools of fire on surfaces apply extra damage.
Look. All I’m saying is, seeing as the rail gun can kill you in unsafe mode, increasing the risk/reward, I feel it deserves to be stronger. Flame thrower sure ok I guess but it’s pretty boring IMO. Nothing is more satisfying than getting those clean shots with an almost full charge unsafe rail gun shot.
Oh bro you spoke my mind on how BS the Rocket Striders are, they pretty much punish you if you dont bring an AP 3 - 4 weapons than can take them out instantly. Like goddamn that is how busted they are since they cant be killed by any light weapon compared to Devastators and they spawn more AND FASTER!
Good move on the flamethrower but I still feel the Torcher has no real use-case. It does pathetic dps is actually a liability against chaff because hunters will close the gap and maul you before you kill them. Yes you can light the floor for them to run into but that’s not enough for a primary. Thats exactly what the crisper or grenades are good for.
Crisper has a lot less fuel so I’d say that trick is what it does best, it’s just currently more work then it’s worth to play around that mechanic.
@@EravinVT I agree. I actually think both the Torcher and Crisper are crap but the Torcher is especially crap. Even with this change I think it’s probably one of the worst guns in the game.
The flamer didn't need a buff, it just needed to be reverted back to how it was. It didn't need more armor pen, it didn't need more damage. Why do they need to swing back and forth so wildly? It was basically perfect how it was and they ruined it, they don't need to overcompensate when buffing it back.
Yeah I agree I strongly suspect that it will honestly be deserving of a slight nerf. It was perfect where it already was pre nerf.
I'm still of the mind that we should let Arrowhead cook, followed by the usual feedback loop, because since when has a live service game given a shit about its players? They deserve every chance we're willing to give. Maybe (BIG maybe) other devs will see what happens when you listen to the players and follow suit.
They should add feedback and functionality to the delay on the arc thrower, railgun, quasar, laser weapons, and flamer throwers. They feel unresponsive.
So maybe give them chaff clear at low charge (discharging) and the flamers can spray oil on tapping the trigger. Maybe tap-tapping lasers will help to speed heat venting while precharging the shot. Plus added sound design and haptics to give your brain the happy juice.
I hope they Nerf the heavy devastators. A slight fire rate decrease would be nice because I'm tired of getting obliterated as soon as i take a peak out of my cover
Being able to choose to stand or stay laying down would be nice bc my character trying to stand in front of shield devestators instead of using a stim on the ground kills me more than anything after a ragdoll. Feels like this is going to become to easy after the update tbh. 10 can be rough sometimes but not unbeatable by any means. Hooe it doesnt become too easy
They'll probably make diff 11 for players like us. I had the same thought.
@@ethan3650 the only issue I have with 10 is looking behind to a totally clear field turning to kill 2 enemies in no time flat to turn around and have 3 to 5 patrols just being there all the sudden tyen you turn to get some distance or hiding space from those ones to have 2 ot 3 more patrols coming from the way you just cleared
I guess we'll see what else they have in store. I'm not going to say this is making or breaking the game until I've seen it put together but I really hope they don't end up just trivializing the game. Sure they can add new difficulties but I would rather not get to that point only after months of gameplay that's as rewarding as eating your own snot.
I'm starting to feel like I won't even need stratagems soon if we decide to keep pushing this direction. Some players just won't be satisfied until they're dropping chargers with a peacemaker.
Will you be covering every announced buff for next weeks patch as they’re announced or cover the patch as a whole once it releases?
Patch as a whole and discuss changes presented each day with my discord
I'm all for the improvements. However unless our sample storage and medal storage increases or we get more Warbonds more often how often I play will be limited. Currently there's no reason for me to play other than for fun as I cannot progress any further in the game. I'm maxed on samples, medals, I got every warbond with everything in said warbonds I want unlocked, and I got every ship module.
Hell, if they don't want to add any new shit to the game then allow us to unlock existing stuff already in the game that we can't get normally like the Double Barrel Shotgun, the Twitch Drop armor, etc. I'd straight up spend all my medals to unlock the Double Barrel Shotgun as a primary weapon, it needs to be buffed and the ammo capacity and resupply to be buffed as well, but even as is I'd happily run it as a primary, I just want something to spend my medals and samples on to incentivize me to play instead of knowing that no matter how much I play, how difficult the missions I complete, how many samples I grab, and how many side objectives I get done, it doesn't matter to me as I cannot use any of the rewards, nor can I bank them.
When I do play I still grab samples and still do all the side objectives for the guys who are not at the end game like me, but I find myself not playing anywhere near as much as I want to.
@@MrLM002 maybe a prestige system would help?
Very good comment, I do think this is not in their priority list of things to change
I'm hopeful once all this buff nerf balance nonsense is over we can focus on what's actually important, the progression systems and story line.
"No reason to play other than for fun." This isn't a job my dude, fun should be the primary reason to play
If you could just make a video covering all of it that would be great because I really don't want to read through a discord
The decision making with this game's overall design seems incredibly bizarre to me. If anything, I'd think flamethrowers would do high damage with low armor penetration value. Anything burning then takes increased damage from ballistic weapons. Seems reasonable.
Super happy about this.
I think they should have limited ammo if this is the "mil sim" they want limited enemy heavy weapons ammo would apply they should at least have to do some sort of a resupply whether that be a unit that runs into the field to do it or a retreat and resupply for flying but infinite ammo when it comes to physical objects like rockets should not be a thing if you are going for mil-sim of any sort.
I'm kind of worried that the devs are getting vindictive with the buffs, like they are mad that the community complained about the nerfs so they are going to overbuff weapons just so they can show up on the other end and go, "See! Buffs not fun either! Weren't you foolish to not let us do what we wanted to do?" When that was never what the community wanted.
Like, I saw someone complaining on the forums saying, "Well just make all the enemies 1hp and all the weapons do 1hp, THERE. HAPPY?" and when people tried to correct him then it's all crydiver this, people will never be happy. It's just so dishonest.
@@dotmadhack Definitely got that vibe as well. Really didn’t think the extra 33% was needed…. But who knows maybe they’re trying to make it high risk high reward. You’d end up having to be as cautious as if you were using an arc thrower.
We’ll see
Question from the free strat tonight: does anyone know why stun grenades stun Hulks, but Orbital EMS Strike doesn't??
I stuck with the flamethrower. This should be good!
Man, we got Space Marine 2, and now this! We eating good boys
Hoping Helldivers2 pulls this off and gets good again while I’m playing Space marines 2. Space marines is good but it’s not Helldivers good.
The real question is will the animation of flames come back
yes
Hopefully they'll also bring back the old flamethrower particle effects. Old one looked soooooooo much better
Cool. Now can the Grenade Launcher get AP 4, the same as the Impact Grenades?
No it has a duty and it's good already
The grenade launcher is already busted as hell.
And giving 3 or 4 spare mags instead of 2 please.