Helldivers 2 Guides: WTF is Durable Damage?
ฝัง
- เผยแพร่เมื่อ 29 ก.ย. 2024
- What is Durable Damage in Helldivers 2? The launch of a new series where I will be covering every obscure mechanic in the game one by one in a short sweet and to the point video format!
Thanks for Watching!
All Weapon Stats: invadersfrompl...
All Enemy Stats: helldivers.io/...
Live Streams RIGHT here on TH-cam Monday/Wednesday/Friday
Also on Twitch: / eravin
If you wish to Support me @ ko-fi.com/eravin
Become a Channel Member! : / @eravinvt
Discord: / discord Play Helldivers 2 with me & my community The Ghost Divers!
PATCH 01.001.004
Yet another new series! I plan to document every obscure Helldivers 2 mechanic in short sweet and to the point video format so you can quickly hand these off to your friends to explain the absurdly complicated inner workings of the game as easily as possible. If you like this new series be sure to like the video so I know to keep making em! As always my favorite comment from the previous video will be featured at the end of the next!
Are heatsinks considered durable body parts? I see that it appears that durable percentages vary from heatsink to heatsink, but I've noticed some discrepancies between the railgun, autocannon, and eruptor when shooting heatsinks.
Not gonna lie, the fact a 20mm auto cannon firing something in the realm of Armor Piercing High Explosive or Semi Armor Piercing only does 260 damage which is 10 points higher than a 12 gauge shotgun firing slugs is extremely hilarious given how “realism” gets used as an argument for literally everything AH does.
facts
My assumption was that with the exosuites we basically get the same weapons and damage output as their support weapon counterparts (talking about the state of these weapons when the first suite dropped). But just mounted onto a moveable piece of armored metal. How disappointed i was that this wasn't the case and that they even nerfed it further. It just doesn't make any sense at all. Haven't touched these exosuites in ages. And when the one with the 2 ACs dropped it basically went straight into the trash bin for me after seeing Eravin's vid on it. Only tried it once.
Considering that you just get two uses during a mission on a 10 min cooldown just doesn't justify that. They really should feel powerful and provide the player the means to handle really difficult situations. But as of new these pea shooters fail miserably at that.
12 gauge shotgun slug is fired manually rather than automatic. Automatic is automatically inferior, see; Automatons.
@@StormEagle5 So you're saying a pump-action cannon is what we need?
Don't forget high explosive.
(Explosionimmunity) was added because they couldn't find a better way to make explosions only do damage once, instead of doing full damage to each bodypart, which is quite ridiculous.
Thats what exlosions do, they damage everything that is inside the radius. They should just rework the mechanic of transferring % of the damage to the main body, and let explosions properly blow off limbs and other parts. They could even add a check if one body part that is in explosion radius is covered by the other, so only the closest one gets damaged, and the nextone receives the remaining damage if the closest one was destroyed. It's not even that hard to do, most math needed for this is already there
Yeah the explosive immune tag cannot exist anywhere in the same reality as a game using the word realism
Do you really want to die to explosive damage instantly again on both fronts? I sure don't. Unless it only applies to enemies it's better this way mostly and an acceptable trade-off
@@roar104 and why do you think we can't have a proper explosive damage mechanic, and not get one shot? Thats basically what's wrong with the way they 'fix' and 'balance' things , it's not "realism vs fun vs balance", you can have all 3 easily
I much prefer 30min video about every deatil rather than 6 min shorts explain
fair
4:02 RTA - recognize the alpha!
xD
Thank you for this video. It inspired me to download the weapon stats into a spreadsheet for my easy reference, and now I know how to read the figures.
Great breakdown, clear and to thr point. The maths nerd part of my brain loves this system for how granular and varied it allows weapons to be, imagine a low ballistic but high durable damaging rifle, for dedicated anti-armour. But probably doesn't make sense as a bullet like that would likely turn unarmoured enemies to jam in reality. However, I do wonder if the user experience would be greatly improved by just removing durability entirely since it's a totally hidden mechanic that makes damage worse.
Tbf the bugs having extremely durable heads makes complete sense as an evolutionary adaptation to constantly being shot in the face by helldivers. Even irl bugs have surprisingly durable heads, especially when it's used as their primary manipulator/weapon.
Yeah, generally you wanna aim for the thorax or abdomen to quickly dispatch a real bug.
Thanks for breaking this down! You a real one 🙌
I'm so glad I subscribed to this channel.
Lets enjoy the Autocannon and Plasma weapons before they get nerfed.
I don’t care about all the drama, this game is still great. Thank you for explaining all this and helping me enjoy it more, Eravin.
Dominator continues to dominate 🗿
Dominator stays winning
With how durable damage is balanced it feels like it shouldn't exist
probably
Really appreciate this video! "Knowing is half the battle" after all.
Could you clear up some confusion on my part though? Hopefully I write this out so it makes sense. Using your example of the DCS, we have 140 ballistic damage and 14 durable damage.
1- Are these separate? So against a piece of paper held on the end of the gun so no damage fall off, no armor, and no durability, would the paper receive 140 total damage or 154?
2- A target at zero range with 100% durable damage but without armor would receive 14 total damage, correct?
3- I'm not understanding your formula: (DurDam / Dur) + (NorDam / (100% - Dur) = FinDam / Arm. So, (14 / 30%) + (140 / (100% - 30%)) = FinDam / 50% ; (46.6) + (200) = (246.6 / 50%) = 493.2. Should it be (DurDam * Dur) + (NorDam * (100% - Dur)) = FinDam * Arm ; (14 * .3) + (140 * .7) = FinDam * .5 ; (4.2) + (98) = FinDam * .5 ; 51.1 final damage?
4- For explosion damage, the target is either immune or it isn't, there isn't any partial immunity other than armor?
I must admit that your model feels so clumky, but the cuality of your content is just on another level, i really apreciate the info you give to us, because you barely can find or figure out by yourself
my model is like, actual helldiver armor o.o but thanks
@@EravinVT yeah i know i wasnt meaning that, i dont dislike your model but feels weird for me
They claim to be focusing on realism for the game so they won't give us specific data- yet we can't even check what ammunition is being fed into our guns to realistically check the weapon's effectiveness. How is it realistic when we don't even know what our guns are firing?
They fire Rifle 5.5x50mm FMJ apparently :D Where did I find that information? Not in the game :D
I swear AH being extremely obscure and obstinate when it comes to providing meaningful data to the player feels almost.... malicious at this point, if memory serves we've been asking for a rework to the stats and mission screen for a long time now. It baffles me why this is such a issue for them, to provide info on what we are using and what we're fighting, I mean AH wants to sit and claim "realism" and all to justify their nerfs, but last I checked having solid intel tends to be a major component for present militaries, yet we seem to be critically lacking in that department, funny how "realism" doesn't seem to apply when it benefits us now doesn't it?
good vid, keep it up
Thanks, will do!
I don't understand the point of having an armour rating mechanics AND durable damage just seems like overkill
More finite control of the weapons damage against specific parts of enemies but they don't utilize it well
Wait liberator does same durable damage as counter sniper?
Why isn't any of this information ingame?
Totalbiscuit type video title 😮
Loved TB, legendary human being
Dope, dude
:D
4:14
The Alpha Commander having explosion immunity.. which means it can't be staggered by explosion or what?
any amount of explosive damage like say, the 150 explosive damage the AC does is nullified entirely when hitting the head. It only hits for it's 260 ballistic damage uniquely the autocannon doesn't care about the 70% durable either, because it does 260 durable. This feature has lead to it's popularity for the most part.
@@EravinVT thanks for the explanation
Crossover ingame with brasch tatics
Would love that but idk if Arrowhead knows I exist
Commented to save my pet fish.
ITS FUCKING CONFUSING THATS WHAT IT IS
For sure
FFS can't we just have N O R M A L damage ? like even monster hunter have a more simple damage calculation (no wonder the devs are struggling with the code if the entire game is codded like that)
AH just need to give us a shooting range so we can test every weapons and strat on ennemies.
And make it on Mars
Thanks for your work eravin
a shooting range would go hard, thanks for watchin!
It's crazy how many games could benefit from an actual testing grounds yet only like 10% of them ever implement anything of the sort
Please keep doing this series. The info is important and AH doesn't want to give it
Likely will! Thanks for watching
..or maybe they themselves don't even know about it lmao.
@@tobiasrex8052I guarantee you it's a bug of some kind that they're selling as a feature 😂
@@EravinVTthanks Eravin, yet again keeping things positive in game, simple to understand, and fun to watch as is your usual .
👊
Why dont they want us to know tho? That seems, wrong on some level? Like this game is not dark souls, why are the devs hiding info from us?
Mathdivers: Managed Equations edition
Calling in an Abacus!
Do not mix with methdivers, those guys are not as reliable. Perfect for high risk missions though.
“A calculator never misses!”
-calculator 1
@@Nartanek Given how many stims most helldivers use during their missions aren't all helldivers methdivers🤔?
@@koryliu no but we are Fentdivers
Here's some extra simple explanations.
Imagine we have a gun that did 100 standard and 10 durable.
X% durable means the damage is split, between that percentage of the durable damage, and the leftover percentage of the standard.
So 25% durable means we add 25% of the durable damage value and 75% of the standard damage value, together, for total points of damage dealt.
75% durable means it does 75% of the durable damage and 25% of the standard damage.
And so on and so forth.
So 100 standard, 10 durable, comes out as 100/10.
100/10 against 25% durable does 25% of 10 + 75% of 100. So 77, as a quarter of 10 is 2.5 rounded down, and 75/100 is 75.
100/10 against 75% durable does 75% of 10, + 25% of 100. So 25+7 = 32.
upvote this for those wanting extra clarification
The game hiding those mechanics is pure insanity to me.
Agreed
It's truly insane that a game trying to be about loud, dumb fun has this much complexity in damage calculation.
It's ALSO insane that durable damage can make or break a weapon and AH KEEPS THIS INCREDIBLY IMPORTANT STAT COMPLETELY INVISIBLE.
Yeah, we need better visibility outside of youtubers and wiki pages, It does give me something to do but like, come on AH
Wait till you realise angle and velocity also matters when it comes to damage calculation!
@@sturmmagnunstein1008That part you can almost understand easier atleast since if you shoot at an angle your shots can ricochet. But yeah you're absolutely right
@@freeziboi3249 its a video game not rocket science. Also if the mechanic was explained more explicitly or mattered more (in a good way) id have forgave them. Having a minimum of 5 factors to calculate weapon damage but only telling us at most maybe 2 on the stats screen is unacceptable.
The game is actually about being an undertrained and under prepared grunt tossed at hordes of space abominations to die horrifically and in mind boggling numbers; that's why they give you a hilariously insufficient "training" tutorial and have a "helldivers killed" counter on the galactic map.
Overcomplicating the mechanics of everything actually serves that goal extremely well. Just turns out it's also extremely frustrating, just like in real life! 😂
The fact that they have these hidden systems does point to a desire for "realism" in the game design. The only other games I know of that have something like their durable damage and armor systems is World of Tanks and World of Warships, where they also try to balance realism with arcade design. The problem is that the world of games tell you up front what the values of the guns are and their ballistic performance with different ammo. HD2 actively hides that information behind an arbitrary low-medium-heavy penetration classification. I remember when Darktide came out they did something similar with their weapons and it didn't take long for the players to demand more information. These days they have an entire screen dedicated to weapon performance breakdowns. They also have a sim where you can go to actually test the weapons in the game.
It's a system that could be good with more in game clarification and more thought put into the breakpoints it reaches
@@EravinVT I agree, but I honestly don't think even the dev team understands it well enough to do the fine tuning. It really is apparent that the game they released was not exactly what they had intended to make, but it's what all those people wanted to play. That success gave them the wrong impression and they have been trying to insert more of the "realism" ever since. Hopefully they have finally come to understand that people really like the game they made, not the one they wanted to make.
Actually, the whole durable damage system is very close to what is present in Hearts of Iron 4, where tanks and armored vehicles have a “hardness” percentage that dictates how much “soft” and “hard” damage it takes from enemy units
The weapon stats page seems to be overdue for an update. It's missing the latest warbond weapons and one of the * markers at the bottom is no longer relevant, specifically the one about continuous laser weapons not lighting enemies on fire.
It tells you borderline nothing and doesn't even exist for Support Weapons. It is utter madness.
I have a creeping suspicion devs won't do this... If the players had all the "critical information" then they can make their choices based on the dreaded "most effective tactics available" and the devs clearly wan form the players t to play the game on the devsr own terms...
I don't understand why the devs want to make stats overly complicated, and then not even document it.
You could have just accomplished the same effect by increasing the health pool of a 'durable' body part.
they want finite control over what happens do well against what specific parts for... some reason, realism definitely isn't that reason as the commander's head is immune to bombs and 70% durable
to give the benefit of the doubt, it absolutely wouldn't be the same effect just by bumping the HP of a durable body part. That said, not sure why it's so hidden/obscure of info. Hopefully it makes it in game for enemies once we eventually get a bestiary like in 1
I think the benefit of durable damage is to essentially give a modifier for certain damage types. For example, grenade/autocannon explosions being very quick to destroy spewers and charger butts, whereas zipping little bullets into that area does little. That kinda makes sense.
However, I personally would just implement a tag system for damage types (explosive, heat, ballistic, etc) and then you can add modifiers on those tags for certain kinds of body parts (bug sac +20% explosive dmg). It would be way easier to keep track of. No wonder they have issues balancing.
It's actually a lot simpler than the math makes it look like, though I suspect not even all the developers realize this because of the naming scheme.
Weapons simply have a damage range, just like in rpgs. A weapon could have 12-120 dmg, but we are only told the max. Then, rather than rolling a die to see what damage we end up with, the die is set for every enemy body part.
If they were just honest in showing the stats as a range with min/max it would feel so much more intuitive.
@@mattm3023 yep, sc2 type of armor system works great in these type of scenarios. Also helps making weapons feel more "unique" without changing the stats of other weapons.
this is why the liberator explosive was nerfed tha fuck to the liberator concussive. The previous iteration dealt explosive damage and killed everything. i miss that gun
that gun is wack
Buy cool gun
Cool gun get nerfed
Classic sadly
It was just a name and VFX change, it was never nerfed, nor did it ever deal explosive damage, nor did it ever had any AoE or secondary damage component in the slightest. They changed the name and removed the visual explosion on impact simply to avoid the confusion of the gun not doing anything that those things implied.
I distinctly remember the Liberator Explosive being the first gun I ever unlocked, and being appallingly disappointed in how much worse than the default weapon it was, as well as from how "small and weak" the AoE was, which as it turned out didn't actually exist. It was just as bad then as it continued to be after the name change.
It does still have higher durable damage than any other assault rifle, and always did have that, but with that abysmal rate of fire and only light armor penetration, that never really mattered.
@@Drackzgull Same here, I unlocked it first thinking it was going to be more like what the Jar-5 is and what I got was very disappointing. It suffers from all of the regular AR problems in this game and then some because it gives up rate of fire and mag size for...basically nothing. Staggering enemies is irrelevant if you can't kill them.
@@Drackzgull you sure? in the bug front it killed the butts of charges and the underside of titans.. any one have video of those times?
Durable Damage is your typical enemy resistances but for no reason they are written into guns😶
Instead of carefully balancing like "this enemy part blocks 85% of ballistic and only 20% of fire damage", Durable Damage only offers a crude and (I am absolutely sure) tedious balancing where changing value of any part can be bothersome in terms of math needed for it.
And if they change durable damage on guns - they risk messing up WHOLE balance every time.
Durable Damage is one of the reasons Railgun feels strange (it had definetly higher dur.damage at launch).
You can penetrate almost anything but you can't deal reasonable damage to heavy targets. That makes you like it less.
So idk, it doesn't look like a good thing honestly. It's a part of the game, but not the best one at that😂
and left completely unmentioned outside patch notes for funzies
@@EravinVT AH seems to be enjoying phrase "go figure" too much
Thank you for this. Not a clue why info this important isn't explained in the game. I feel like having some type of bestiary that gives you info about enemies would go along way for understanding how they work and the best ways to kill them
I have no idea, to give me a job probably
seeing how pitiful the durable damage is for the diligence. they really should just double the damage value of the snipers in general.
They gave it medium pen at our request but didn't make it deal any damage to those medium parts lol
@@EravinVT fits arr...conehead balance logic
@@EravinVT This sounds like one of those evil genies who grants you your wish, but twists it.
@@EravinVTthe monkey's paw curls
lol this wtf brings me memories of total biscut
I loved TB, watched every video he ever made, legendary human being
@@EravinVT He voiced the narrator in the videogame SPAZ. Enjoyble space game.
And into my little Helldivers 2 Mechanics Playlist it goes.
Because there are a lot of them, and they are not obvious...
lol
Nice. Knowledge is power, after all.
Also yeah, I had a bit of a crackpot theory early on when all this stuff about hidden values started coming out that the game was intentionally made vague and uninformative to take advantage of the fact that most games will naturally develop content creator groups who look beyond surface level and use that to both bolster longevity and give them a start to a career that they may not have had otherwise. Breaking into established spaces as a newcomer is a big task, but Helldivers 2 still has room for more creators to build with.
this was true but given how ugly it is under the hood, Idk if Arrowhead wanted me poking around in here persay
@@EravinVT Yeah, in hindsight, it's a lot more of a reach to suggest intent with this.
You sir are a scholar and a gentlemen!
tryin my best!
I think a potentially fun niche laser style weapons could have would be low ballistic damage but high durable damage. Let me slice through gunships like a lasgun through a spice crawler.
That was a proposed change originally for the Tenderizer I saw floating around, high durable average ballistic to make it particularly good against hard parts
I don't even think most of the devs know this level of detail, or at minimum the balance devs don't know.
lol honestly maybe not
They definitely know. Durable damage has been changed on many weapons and enemy durability has also been adjusted by various updates. Most of the changes have been to either increase durable damage or to reduce enemy durability.
They know of it's existence, but I don't think they understand it's full impact in game
This is one of the main problems with “balancing”. Too many variables to account for. Basically they screwed themselves over.
It's alot of different overly complicated systems to work with for sure
It'll be nice to have all these compiled in one place with resources linked (because everything in this game is subject to change)
Unless they change the formulas this playlist will hopefully be a helpful resource for years to come.
I think this would benefit from a live example with numbers on screen instead of spoken.. like if you were a math teacher for example. Maybe make a short that takes us through one popular example so more people know how to apply it to others?
ex:
Safe Railgun vs BT Head (95% durable)
600dam 60durable
600damage gets reduced by 95% ... 30
60durable gets reduced by the remainder (5% in this case) ... 57
57+30=87
Safe Railgun is AP5, same as BT head's AV5, so damage is halved... That means a safe railgun hit on a BT head is only 43.5 dmg
Meaning it would take 18 shots to do the full 750 damage to a BT head from a Safe Railgun
It'd obviously be much shorter if we charged the railgun to a higher AP level via the Unsafe setting, but that was just the quickest example I had in mind
Food for thought!
I believe I did that in my earlier damage explained video so this time I displayed the formula while talking through the example
It's good to know you're willing to keep grinding out all this useful intel for us, I can only speak for myself, but I'd like to think everyone here is of a similar mindset in saying we're with until the end whenever that may be if ever.
tyty :)
nah i already uninstalled im just watching the game implode
Professor Eravin teaching us the stuff AH won't 🙏🏻
Doin my best
Greetings and happy thirsty Thursday to you
you too
Hot take: relatively-small weakspots, like heads, shouldn't be armored AND have massive durability. A 10mm armor-piercing slug traveling at 6 times the speed of sound applied directly to the forehead should be devastating due to the temporary cavity it creates, but its not. Realism for thee, but not for me.
This pretty much
Dude I was genuinely looking up sources for durable damage and enemy healthpools this morning. This helps sooooooo much.
google is listening apparently lol
I tried taking the Las-98 into bugs to do the same kinda, dedicated anti-medium role like with the railgun, and it's actually moderately reliable at beaming off the heads of alphas
High Durable % despite the low overall DPS makes it work out
Good video, but this makes me question what the hell they were thinking.
And while it's taken them so long to get anything done.
to many board meetings not enough action
Tbf, bile titan heads not having explosive immunity really doesn't matter that much anyway since there's no weapon-based AOE explosive damage that gets AP5+ outside of AT launchers.
an immunity to bombs should not be determined by game balance
I’m still a bit confused 😭 so if a gun has 100 Normal Damage and 50 durable damage, and an enemy has 50 durability then the total damage given to the enemy will be 50(ND)+25(DD)= 75 damage ( not including the armor)
correct
Damn those animations are smooth. Especially at 3:21. Nice editing all around and great content you definitely earned a sub sir
Thanks for watchin :D
Eravin, if AH remove this Durable Damage thing by giving at first all guns 100% durable damage, then adjust enemies health if necessary. Would not be way easier to balance the game? Or do you think for them this thing is not a issue for balancing?
I think that would definitely make the game both easier to understand for the players, and more straight forward as far as balancing is concerned while dropping a layer of depth most would call unnecessary as it's a layer of depth not being managed or handled properly.
The only thing that's truly durable is my brothers durability to work at Target for over 7 years of his life
damn
@prestoncrenshaw2914 oof. I worked at target as a season hire and I hated it. You gotta tell him to get out of there man
Please continue this series. In the absolute sea of reddit ruminations and TH-cam yammering you stand out as one of the only insightful voices of reason, actually exploring the math of the game.
Why on Earth is a sci-fi, action, "self-serious parody" of a game about blasting death bots and space bugs THIS OVERCOMPLICATED?!
Smh!!
reasons, not good ones
I feel like one of the failing points of Helldivers is how excessively complicated they made damage.
It's honestly a wonder the game is balanced as "well" as it is considering the utter maze of modifiers and values they made for themselves as a foundation.
It probably makes it difficult to hire any additional help considering the deep complexity and stingray engine
There's just too many weapons in the game that hardly do ANY damage to enemies, that's why they don't see any mission time.
Fortuitous upload as I just watched a video showing that all of the charger variants have about 100 more HP than Hulks and between 2x and 2.5x durable armor on their backsides versus the Hulk's back vents.
maths
What is durable damage? The bane of my existence...
yeee
Thanks Eravin!
thanks for watchin!
What!?! The alpha commander's head is IMMUNE to explosion damage!?!
Ye
Ok, so essentially this means all weapons (except explosives) have a damage range like in rpgs. The max damage is what we're told, and the min damage is hidden for some reason.
Then, rather than randomizing the damage range, the result is fixed based on the enemy's stats.
This would be so much more intuitive if they presented the damage like in rpgs (60-600 dmg) rather than only showing the max (600 dmg)
It sure would
The way armor vs armor pen, durable damage and explosive damage is IMO a big part of why enemies are so spongy along with damage transfer between components. Personally I think the enemies need a durability tune down.
Personally, I think it's fine.
Great video to bring this hidden mechanic to the forefront. Don't know many games that would hide these important stats for players to make meaningful decisions.
Yeah it really shouldn't be so obscured
Freedoms greetings fellow ghost divers
and to you as well
We NEED a VR shooting range where we can test all this crap and find out about enemies stats, including what durable damage is, how armor works, explosive damage vs everything, concussive damage and how that works, and be able to fight enemies of our choice so we can practice strategies without having to go on a full-blown mission to do so.
In all honesty: I dislike the entire durable damage system, and wish it would just be removed from the game. It's nothing but a way to hide useful information from players by obscuring how the game actually functions. It really doesn't add anything to the experience, and just needs gotten rid of entirely.
Especially because it really seems like how 'durable' something is is directly linked to how little armor it has, in many cases. So many more weapons would be viable options if they just outright did the damage the game told players it does, at the armor penetration value stated.
Any1 have been have fps drops since last update? or bad performance?
always
Thank you for being one of the HD2 Conte creators who are doing good videos, without bashing the game to get hype clicks
ah goodnight story ba Eravin for his European audience
lol
they need to remove this durable system no causal players will know and go online to look at it
It's excessive for sure without the ingame clarification
Good stuff here! (And what a silly mechanic to design!)
i would like the railgun to have more durable damage pls and thx arrowhead 🙏
me too
It's strange that durable damage even exists as a separate category. They have weapon damage and armor class, they could just do:
weapon exceeds armor class - damage reduced by a small or no modifier. Maybe higher ac has inherent dr even if exceeded
weapon below armor class - damage reduced by a massive modifier (or no damage)
the fact that the community pointed out horrible inconsistencies in durable damage for months now and they haven't been fixed yet is baffling 😧
Another reason why HD2 is failing!!!!
It definitely isn't helping
The best explanation of durable damage I’ve seen, with a link to the website where all the weapon stats are listed. More of this please
for real they should at least make goofy videos explaining thsi
wow i think you might have a greater understanding of durability damage than even the devs do
Why don't they show the durable damage and armor penetration and other damage stats? It feels like we get very little info on the weapons unless we data mine or something.
That's the trick, you are
@EravinVT as someone who is only able to play for an hour or two a night, I appreciate all you do. In our groups' struggle on Helldive we survive thanks to your weapon info and Commisar Kai's teamwork tips.
Love the video. I need to looking into these websites.
They are some incredibly helpful resources
Arrowheads desperate need to handicap the players has resulted in convoluted mechanics that are deeply hidden and deceptive.
Not wrong
and how is she deceptive you?
Durable damage does damage that's durable
roll credits
Really appreciate these videos! I knew durable damage was a thing, but I never knew how it worked against the enemy exactly, so thank you! Also want to say that I appreciate you remaining positive and not doomposting about the drama and discontent, while still acknowledging that the game needs work and that people would prefer something different than what we're getting.
Keep up the good work!
doing my best :) thanks for watching
Honest question... Is there really even a need to have durable armor/damage in the game? To me it just seems like an unnecessary extra calculation for something that truthfully does not need to be so complicated. Why not just stick with the varying levels of armor penetration and leave it at that
It's for finite control over what specific weapons deal specific damage to specific parts but it over complicates the system and they don't pay enough attention to breakpoints to utilize it well.
Other hd2 youtubers need to watch this. Those guys say things that make me question how much they actually play. They all seem to rely upon 1 or 2 load outs and thats it. Im always leaving comments telling them to go watch your videos 😂
lol
Wtf is hellpod damage?
off the top of my head I actually dunno
Useful guide
Without this knowledge I have said many times while playing and streaming that the damage makes no sense many times over bc damage isnt consistent but actually having this kind of information would be nice in the actual game.
It needs to be in the game and not just mentioned here reddit and the patch notes of all places
@@EravinVT Absolutly agreed. Also thanks for always going through all the nuanced mechanics. I've def appreciated the information bc I didnt know all that existed till I came across your channel.
Now that you have this information, how does that change the way you play? Do you shoot differently now?
It's more just for the knowledge of calculation. If I run numbers and they dont add up I want to know why. If applied can make you decide to aim somewhere else. Cant hit the head why waste the shots to the chest if other areas break faster. Mostly it answers questions I had that would have been beneficial so I am not saying why does x weapon that is stronger take more to kill this enemy but this other enemy it kills it faster than previous said weapons. So mostly context.
So many stupid and useless mechanics/stats. The devs are really up their own ass with what they think this game should be. This shit is a balancing nightmare that not even they understand. Might as well burn some incense and recite a cleansing incantation to fix this mess.
they probably haven't tried that one yet
Thank you for this video. Well I've been keeping up with your content to stay informed, most of my squad doesn't so this quick videos is very helpful.
awesome, that's what i'm goin for
Oh my God, why is Arrowhead so poorly balanced???
alot of overlapping under explained complicated systems