This patch should be an indicator that Arrowhead is in fact listening! I'm glad that so many of the issues I and no doubt many others have raised were addressed in this patch! Now, time to take a look at the warbond... maybe tomorrow (its a work week and its 12:40am here...)
I immediately thought of you bro when I saw the patch. So many great updates that you suggested or closely aligned with and I seconded. I am thrilled with the changes to other worse stragems to bring them up to par. Gonna love jumping back into this game with my preferred stragems. I only wish they added more ammo or damage to the emplacement hmg, but Im thankful for the turn rate. (Unless it's directly updated by upgrades to HMG damage )
They either reached the same conclusion or they copied some of your balance proposal. Judging by the tenderizer it's probably they did watch your video. You may want to send your resume to AH to work as a balancer. Your balance proposals are much more mature and fair compare to lotta players
They have always been listening, just the old balance designer hated fun and wanted to kill everyones fun. They fired him and a new person took their place and now we have buffs.
I immediately thought of you when I saw all the durable damage changes for rapid fire weapons. Balance will never be perfect (the eruptor still makes me weep), but it feels a lot more like the devs know what's going on now, and you're probably responsible for a lot of the more reasonable feedback being sent their way. Hopefully your videos teach more of the community to view balance in more nuanced terms.
We all gotta do our part to help this channel become more well known in the Helldivers info community, so I make sure to participate in the comments and obviously hit that Like for Ryken XIV! 👍
I'm pretty happy with the Eruptor. I've heard its maximum range is no longer there, so it actually could be a viable distance weapon. Either way, it 1 shots Scout Striders anywhere, can 1 shot Devastators (head) or maximum 2 (anywhere), and can generally 2-3 shot Berserkers (I assume 1-2 shot them on weakpoints, but I haven't tested it out yet). Chaff clearing is an issue and I wouldn't take it on bugs...but it absolutely deals with medium targets in a simple manner. I think you could pair it with Bushwacker (close combat "get me out of here" weapon) to really work as a heavy target killer. I'm loving where it fits in. It isn't a "do all" weapon like it was at launch (that one was pretty spectacular) but it doesn't feel like I'm shooting beanbags anymore.
I have a feeling the devs aren't done with the Eruptor. Shrapnel still isn't fixed yet, so I'm guessing they're going to give the Eruptor a dmg buff to keep it lumbering on for a while longer so they have time. Most of these changes were numbers. Fixing a mechanic like shrapnel will undoubtedly take time, just like fixing the Spear.
@@kirant Sadly, no, the max range is still a factor and it takes 2-3 shots to kill any medium enemy ala devastator/spewer/brood commander. Even hiveguards require aim. Given it shoots so, so, so, so slow and its AOE is negligible, it's just not enough. The Xbow is legitimately better at its job, despite having 100 less damage. Consider how you can empty the Xbow in the amount of time an Eruptor does 2 shots (while staggering the target wildly). Like come on it should 1shot spewers and devastators and the AOE should be enough to kill Hunters and Warriors. We get like 40 shots and it takes 5+ seconds to empty the mag. I say this as a former xbow main who always took it over the eruptor, by the way
IMO Eruptor is back, it's not slightly absurd like it was on launch, but it's definitely solid against bots and you can use it on bugs now and have fun, maybe you're not going to be soloing helldive but for me, it's fun again
I'm glad Arrowhead admitted that it was an indirect effect of messing with the targeting and that theyre working to fix it rather than pretend its a feature
I really don’t like how they removed that, it was one of the best reasons to bring the spear. It allowed it to stand out from the crowd from being able to one shot a fabricator from any direction.
@@hendersonfisher2743 don't worry too much, they confirmed it's on the list and they are working on bringing it back. They just had to release the fix to targeting in general before they finished that part of it.
@@FiendLucklesshold on. This 'fix' had been sitting in their developmental build for almost 2 months at this point - and they still didnt the spear? Whats going on??
@@sturmmagnunstein1008 Lock on is fixed so its much faster and more consistent, but somewhere along the line they broke its ability to target fabricators, and couldnt fix it before the deadline of the patch (assumed). They have it on the long list of bugs that are being worked on so we can only pray it isnt too long unlike the arc thrower bug.
By the way, flying air patrols can spawn now. Gunships and shriekers spawning in packs. There doesnt even need to be a gunship fabricator or shrieker nest for them to spawn aswell.
@@mangasaint We do, and it seems the spawns can stack/ you can have a stalker army which HURTS. Although, the new pistol burst is a one shot to the head on a stalker
I actually really liked this change to the patrol mix (makes sense if you think about it). But the first time my team encountered a random group of Shriekers we were all o _ o where'd that come from and promptly gun them down. This change also means things like the Machine Gun Sentry and Rocket Sentry have more purpose since they are really good at gunning them down (if you don't have a weapon loadout that is effective against swarms) More reason to bringing in more diverse loadouts!
As a card carrying Eruptor Enjoyer, I was quite stoked to see the buff (it also pairs exceedingly well with the new armor perk) It now has enough damage to consistently one-shot Scout walkers when shot in the waist, which has been a huge boon.
My favorite addition in this patch has to be all the reworked sights. Everything is so much easier to read, AND it's slick as well. Railgun's sight also got overhauled, and I can't believe I'm saying this, but I can see _through_ it now. Fantastic change.
They've added a lot of Heavy and Rocket Devastators that shoot you for no reason about 200meters away in Diff 9, a lot of random patrols would also walk towards the fray giving you no breathing room. But makes sense for Diff 9 really.
Yea, that's something I've noticed in my... 2 games. Devastators come in armies now haha along with Gunship patrols. That aside, I think the game is a lot more engaging now - all things considered..
I dont see how spamming units that can melt you in seconds a good thing (gunships make eradication even worse than it already was). Its the laziest form of difficulty just under increased enemy damage and health. 1 step foward, one step back.
@@NSAhitLISTI kept getting a really annoying glitch where after diving I'd be stuck in prone for about 2 minutes or until I died, whichever came first, usually death. It pissed me off so I turned off after about 6 games
Thank you for actually being postive. It feel like all the community, especially helldiver content creators, want to do is spout negativity all the time.
I'm loving the changes so far, this patch has breathed new life into the game for me with the patch and the new Warbond. Huge shoutout to the Tenderizer feeling incredible to use now, along with the HMG buffs I've actually been enjoying using the ammo backpack to keep those 2 guns fed since they're so ammo hungry.
I started using the HMG recently, so I’m very excited to try the changes out. I’m going to run a ton of the buffed stratagems. Very excited for the 110 Rocket Pods & Gatling Barrage in particular. I’m floored that the Airburst had its cooldown reduced by 20 seconds. My group primarily plays 7+, and with our typical team compositions, it routinely exceeded expectations from our team. Very optimistic and excited to get playing after work.
I just wanna point out that the HMG now does 2.17 times the damage it used to do to durable body parts, I need to see how it feels to run around with it since the contant forever-reloads killed the weapon for me, but this could potentially make it really good against everything that isn't small enemies and titans.
switch it to 450rpm when using it normally, bring a resupply backpack and a weapon capable of hitting fabricators from range. when fighting a heavy enemy just turn the rpm to 750 lay down and shred it apart in less than a second. its amazingly fun and can easily be used as a primary weapon across all ranges.
@@wolfgaming8870 I never liked it before due to the reload, I don't like the regular MG for the same reason, those times when you need to reload but you also really need to move makes it such a bad experience for me. I do run with the ammo backpack. Probably only the HMG and regular MG that I don't have a solid and fun build for that works and feels good...
Good to see you make a video for this patch so quickly! You're my go-to guy when it comes to in-depth info for this game. Here's hoping your work thing goes smoothly! Looking forward to more videos homie!
It really doesn't surprise me that many of your feedback suggestions were on the mark, you have a great feel for not just the structure but the feel of the game and certain mechanics. Thanks for doing the work you do!
Really loving the look of the patch. I started playing a lot less cuz the game started to feel stale so this might be what brings me back. Thanks for such a quick analysis of things since I really love your nuanced break down of things.
The HMG buff is huge. The durable damage, ie the important damage really, is more than doubled per bullet. The DPS is significantly increased even with the reduced rof. While the reduced rof for higher damage is the ammo economy it needed, in a roundabout way. And it gained recoil control in a roundabout way by firing slower.
Purifier feels much better, but I still think that it's only OK at best. It's will kill devastators variants in a few shots to the chest which is nice, and it deals with groups of troopers much more reliably now. It's still either a bit slow and/or could do with a changing its fire type to be similar to the quasar, where it shoots as soon as it's fully charged. I believe this would make it feel a bit smoother to use.
I think the purifire would benefit by making a new type of uncharged bullet that is weaker than the diligence sniper (single shot) and keeping the same charge shoot as of now, this could make it also viable for bugs. Sort of like a weaker plasma diligence when uncharged and plasma shotgun when charge
@@robertoro4411 the uncharged shot would need to be really different to the scorcher in that case. I think the option for part charged shots like the rail gun would cover this, and the description implies that what they intended it to be
@@samwild6630 That could also work, to have 2 levels of charge. I was thinking the uncharged shoot to be in part with the basic pistol, so at least can handle small bugs. Now I realized the purifier has ammo, so the mechanics of how that work would introduce more challenges than just adjusting the stats. I feel like a shorter charging time for the current performance would make it a better weapon, without introducing more complex stuff to the weapon
@@robertoro4411 yeah I agree that a bit shorter charging time would help it be a proper choice compared to the scorcher. Perhaps a 50m scope too to reflect that it's not a CQC weapon.
@@robertoro4411funnily enough it was supposed to have 3 levels of charges. 1 is simply clicking, which works like a slow scorcher. 2 is what we have now, and 3 is supposed to be a mini quasar that uses the entire battery. Not sure why the code is still in game but simply unused.
The SEAF being able to fire during times your stratagems are disabled is HUGE and I think make it a lot more interesting/important to get completed. Especially after your Destroyer leaves, that changes it from just some fun additional strikes to a game changing/life saving fallback option for those hairy extractions.
Someone at arrowhead definitely watched your video. The Tenderizer is almost exactly like your proposal. That also means we might see that incendiary rifle you proposed in the future. The thought has me salivating.
When I saw the RPM change for the HMG I was bummed. I’ve been a closest HMG fan since it came out. Then I dropped with it and it’s may favorite support weapon now the changes are amazing!
i havent gotten to gwt on and test anything yet but just from looking over the notes, it looks like Pilestadt is already making some good changes right away and i couldnt be happier
Ran Adjudicator/MG206 on bots today. MG206 does indeed shred berserkers and deals with devastators easily. Gatling and OPS are amazing to use. Great changes overall. Thanks for your coverage. Glad to see some of your changes made it.
About a month ago i became enlightened about the halting barrage, especially on bugs. Now that it can do even more AND have less of a cooldown, i can’t wait to see more players using it
As someone whos stuck with the HMG since it was released to us by the Ministry of defense. I can feel and tell the difference in my weapon. Now it really lives up to the name of a Heavy Machine Gun and not a Gears of War paper bullet blower.
Purifier inner radius increased from 2 to 2.9m (same as Plasma Punisher). The outer radius remains at 3m, so you'll do full damage for almost the entire radius. Crossbow got the opposite fix of Purifier if we're being technical about it. Hairdrier had AP2 projectile, now AP3, while Xbow had AP2 explosion, now AP3 (but falls off to AP2 in the outer radius , all explosions lose 1 AP in outer radius, falling to a minimum of 2). I also felt vindicated by the patch notes. I had a post that blew up where I asked Schamms for more transparency with numbers in patch notes, citing the blatant lies we were told about Eruptor. The patch notes had numbers, and they even specifically acknowledged Eruptor's glory days of 24 x 300/150 damage high-velocity shrapnel.
the global game design changes are also huge in this patch. patrol spawns reverted, maximum number of hits per spew by spewers and flamethrower hulks to make you not get one shot randomly, slow effects last longer but you can sprint during them as well as a number of changes to environmental hazards and things like that, fewer heavy armor enemies but more little boyos, charger berserker is now actually different than a regular charger.
Patrols seem more frequent Hulks got morphed into more rocket devs We now get gunship patrols Support weapons no longer fully refill from resupply [less AMR ammo] EQUALS I'VE NEVER BEEN MORE CHAIN-RAGDOLLED IN MY LIFE
A great video as always, but I would love to see images of the guns you are talking about. I simply can't remember all of those names, so a lot of the info went right over my head.
I think I have discovered something. I have been using the heavy machine gun to kill charger and behemoths since the new patch. I use a stun grenade and then hose one of the two front legs with the heavy machine gun, and even though I get the reflection symbol, i find that it usually kills it in about 50 rounds. It's not super consistent, but I think it's worth looking into further
Crap patch still messed things up. They ADDED gunship patrols you cannot stop (no towers) and to eradicate missions as well. The quasar is still nerfed, the rocket sentry ignores it when other bots on ground, other anti-air not great and recieved no changes.
This needs more testing but with a little RNG the strafing run can kill bot fabs, the RNG is that some of the bullets have to go inside the vents, the cluster bomb can as well and I assume it always could seeing as the airburst launcher bomblets can as well but it's even more random as it requires one of the bomblets to enter the vent as well, what the staffing run can absolutely do is destroy mortar emplacements and cannon towers as well as both tank variants and can seriously hurt a strider with a shot being able to run all the way along it's back, destroying it's turret and again with RNG it's miniguns, this thing is definitely a contender now with it's huge utility gain from it's increased armour pen.
The HMG still feels very anemic when it comes to ammo, me and the boys were discussing what could be done to resolve it aside from just number tweaking, we eventually settled on on a dedicated ammo backpack like the IWA M249 backpack for real world comparison. This would effectively negate the reloading for it (so a plus), but the drawback would be only having a single ammo pool to draw from, we're not quite sure how the resupply would work however, maybe it could just not be resupplied but have a much shorter call in cooldown to mitigate that much like how the EAT's operates.
Time to return to the game. We need some full breakdowns on strategems again and I'm most interested in your takes on the mines. Anti tank mines now no longer leave my kit. The one and only ground unit it doesn't help against is the titan. I've killed multiple chargers of all sub types with a single drop. Let a horde chase me, stun nade, throw mines, go lay down and watch everything die.
This patch was a VERY welcome bunch of changes and balances. Really, after a few hours of play the only downside is that gunship patrols feel a little overtuned. On their own they’re perfectly fine but the reality is that they overlap with patrols, bot drops or other events making it damn near impossible to meaningfully focus on anything as you get mowed down or juggled in the air like some kind of fighting game.
As someone who tested the Eruptor against the bots the moment I could; it now one-shots scout striders from the front again, which is a huge buff in my opinion as my secondary was restricted to the grenade pistol to deal with them before, but now if I bring the Eruptor I know I'm free to swap to a different secondary, mainly to deal with Troopers. It also reliably two-shots devastators now, which isn't as good as the one-shot of old with the shrapnel but definitely not bad.
The buff to the purifier is welcome, but the gun is still underwhelming. Between the long charge time, the slow projectile velocity, and the fact that it takes five direct hits to kill one devastator, it still needs some more love.
8:44 The Tenderizer is basically hobbled now, it doesn't have 8 reserve magazines in reserve but 7 it only has 8 if you count the one in the gun which none of the others do. Which means not only does it have 3 *less* magazines but since all it's mags now have 5 less rounds each for a total of a whopping 180 fewer Rounds for a full Ammo Load. Which to add insult to injury the Adjudicator now having 30 round magazines means the Tenderizer is carrying a full mag less than a Battle Rifle now which also has a faster reload speed vs the Tenderizer. It's basically crippled against the bugs as the extra damage is barely noticeable against the ones that don't have medium armor and you don't have the reserve ammo to deal with swarms without completely depleting your ammo reserves. It's light armor penetration feels like it's been reduced from Light III to Light II so despite a 35 damage per shot increase it still feels like it's at best doing the same Damage vs Bot light infantry or worse even less as it previous was almost guaranteed to get Red hit markers on anything that wasn't a blade arm block from a Marauder or Commissar and probably kill in 1 or at most 2 chest hits. The stagger seems almost completely unchanged from previously and Stalker/Berserkers aren't slowed down anymore than previously plus they still feel like it takes the same amount of time for the Tenderizer to drop Stalkers. The only thing it seems to do any better is do Weak Point hits on Devestators more damaging and maybe Berserkers but there's no no room for error now that you have 180 fewer Rounds to work with. So now the Supply backpack is basically a requirement for any sustained use of the weapon, since I usually like the MG-206 HMG anyways (I do appreciate and it's buffs) and it's also a ammo hog needing the Supply pack I guess I'll have to pair them together more often. Honestly the Adjudicator is just better overall now with having the same mag capacity plus one more in reserve AND Medium Armor pen *and* a faster reload speed, with only a slightly lower rate of fire and small damage per shot penalty that is usually ignored due to its armor piercing. The Recoil is also not as bad these days and with practice can be worked around. The Tenderizer only has a definitive advantage with it's ultra low recoil that's basically Scythe Laser Rifle adjacent even on full auto at a distance. Either they should have only nerfed the Magazine Capacity or the max number of reserve mags, not Both. It's ridiculous that it's now got the same mag capacity of what's presumably a 7.62 NATO Battle Rifle that's firing the same rounds of the MG-43 and one less mag and is slower to reload especially on empty.
Honestly, you're my favorite channel covering helldivers, because I also followed you from Darktide (I think) YOu ever think of covering hoard shooters in general?
Thank you for being a long fan and supporter! Really appreciate the people sticking by me after all this time :) As for coverage of games - I usually love games that offer lots of build crafting / loadout mixes. Variety is the spice of my gaming life. So games I would have covered if I was a youtuber earlier in life would have been things like Warframe and Destiny 2 - lots of building crafting to play around with! The nature of my content also means I tend to be very invested in one game at time since there's load you can unearth by digging deep into its mechanics and interactions (like Darktide!) But to answer your question: if there are new horde shooters coming out that offer lots of customization and variation to play with, odds are I'll probably cover it!
I still think they need to buff the overall stats of the assault rifles because they should do more damage then they are currently doing. They went and buffed them only by durable damage but they need to improve the damage overall because it doesn't make sense that the defender a submachine gun firing a pistol cartridge does 10 more damage than an assault rifle shooting a rifle cartridge that is bigger. Normal assault rifles should be doing 80 damage per shot minimum because of the difference in size of the bullet. And then a higher caliber assault rifles like the tenderizer and the adjudicator should be doing a 100 damage per shot because they're shooting full rifle cartridges unlike the basic assault rifles that would be using intermediate cartridges which are the in between a pistol cartridge and a full rifle cartridge. And you might think oh but then the heavy hitting assault rifles would be a little too close in damage to the dmrs well then buff the dmrs to have 150 to 200 damage per shot make them similar to the scorcher. It wouldn't be broken because the scorcher can take out multiple enemies per shot because of the explosion whereas these would only be dealing with individual targets really well. These are the changes I would make if I were in arrowhead's shoes cuz as it stands it doesn't make sense that smg's firing smaller bullets do more damage per shot than assault rifles shooting rifle bullets which in real life can be twice as long.
Its not just damage bub, but i agree AR is still in a sad state. The issue is they either do half damage or no damage to targets that matter! Give them armour pen!
The eagle strafing run is now quickly becoming one of my favorite stratagems. I was even able to kill a titan with it, granted it only happened once that day (I tried to replicate it a lot), and it looked like most of the burst hit its head so luck seems to be a huge factor but it looked badass nonetheless. I also got a 21 killchain with it, which felt amazing I do wish it broke off armor plates, though, because it seems to just tickle chargers and titans (most of the time)
@hippoace out of the 4 bot missions I played, I saw like 3 tanks. They seem much rarer now. Have you tested it on the railcannon sentries? They're built similar to the tanks, so I'd expect it to be good.
this patch was a good step in the right direction, but certain weapons got looked at in the wrong way. Like the HMG. Even with the buff it still feels bad to use. The reload speed helps but it doesn't fix the main cause of the issue. You spend so much time reloading the weapon not because it had a 2 second longer reload time, but because it's saddled with an overly anemic magazine. Tuning the rate of fire slightly isn't going to fix that issue. Rather, they should have not changed the reload or the fire rate, and just gave it a 25-50% buff in mag capacity.
The point of the HMG is to be used in controlled bursts. If you only full auto the weapon then you're going to constantly run out of ammo. Even before the patch, I find myself using it when needed against heavier targets, while I use the sickle for example for mobbing or an AOE weapon to deal with mobs. When using the weapon sparingly at the time while also making sure I don't hit my last round, it isn't as bad and it can be pretty good. This patch made the weapon a butt load better, and it makes the ammo capacity where it is at not so bad and it compensates well. The problem still comes to players running out of ammo because they are not shooting the weapon in controlled bursts. Doing so allows you to help disciplined trigger discipline, and conserve ammo. In short, use it for the big boys or critical situations just to escape and don't just full auto the entire thing willy nilly, be smart with it.
Fun fact, MG reload was never 4 seconds, where they got that number from I have no idea. Also the supposed reload buff never went through - MG is still a 5 second reload 4.3 on tactical reloads. 110mm rocket pods if anything feel significantly worse because they are no longer able to one shot any tank enemy without directly hitting a weakpoint of the enemy. full salvo went from 1200 damage to AP5 (2400 to ap4 and under) to 750. That is a 38% reduction in damage in the best case, and it hurts. Also the explosive damage was far more effective than you may think as it was able to rip off the leg of the hulk you were going for, also dealt very significant damage to tank and cannon vents allowing the 110mm to one shot all of those targets almost every time it hit. A single rocket dealt 800 damage to a tank/cannon vent which made for a consistent one shot. Since it can't one shot any tank enemies anymore without significant amounts of luck, and you only get 3 charges you only kill a single tank enemy on average in 2.5 minutes making it one of the worst anti tank options available. And because it almost always hits the main body of the enemy it doesn't even effectively "soften" for support weapons since it doesn't do enough damage to change which targets will kill tank enemies fastest. If you hit a hulk with a single 110mm for example, the auto cannons best option is still a 2 shot headshot, if you hit a tank, you still go for the vent and unless you get lucky it is still a 3 shot kill. Vs chargers it doesn't change that the most effective kill is a shot to the head (2 for behemoth) EAT/Rocket weapon. And vs larger targets like Titans and Striders the damage is negligible.
They introduced a problem with ADS down the sights. It doesn't remember your last selection so I constantly have to manually bring up the scope every time I aim.
@@sturmmagnunstein1008 Yeh seems like they added a bunch of new settings for the UI and quality of life settings like per weapon ads. Very cool. This patch is something else.
I still wish the eagle strafe having the mini-gun and autocannon as part of the gun run. Would make it solid all rounder plus doing durable damage to heavies.
The buffs I've tried so far are really good, a few steps right but some new issues. Sometimes when i dive, I'm stuck in prone for about 2 minutes before I can stand or until I die. That needs fixing for sure. Also I'm not a fan of the random gunship spawns, that was always one reason I'd go straight for the gunship fab because they're the most irritating enemy when you have little/no cover from them. I've heard that its the same with stalkers but I haven't played bugs since the patch.
When I saw the updates, I went "Holy buttz, it's the same suggestions that Ryken made" I agree, it's definitely not a perfect but definitely an 8/10 good job. The new spear lock on is great. BUT not being able to destroy factories for the time being made it lose it's uniqueness that made me the spear user previously. At the moment, it's better to use the Recoilless rifle. The Gatling is so beautiful to use even more than before. Strafe run I need to play some more with it, but I learned not to bring both eagle strafe and gatling together as it hampered my ability to destroy structures. Warbond is a snooze, shotty pistol is awful, can't even kill a regular bot at 10-15 meters without using everything. Grenade pistol still best secondary just for taking out spawns. The new liberator, I swear it reloads faster as if it has a fast mag, and actually controls pretty nicely. The new armour passive making your aim more snappy is really good, the 50% melee, I did NOT see any difference. it took me 3 melees to kill a regular bot with and without the passive. Have not gotten to try the knife and new booster which I was looking forward to based on what I'm reading. Still waiting on better jump pack buff, and giving the exo suits more ammo.
The new patrols of gunships, and the increase in “chaff” enemies (ie: small and medium) have made high level bot games feel….. oppressive, to say the least. Gunship patrol means you cant withdraw from combat and of each player cannot handle a patrol individually, they bully you hard. Oh and less hulks means more devastators squads which is definitely harder than a few extra hulks! Will need to play more but the few hours on diff 8 against bots were frustrating hard, not fun hard. And i say that as a level 100 player. All the buffs though are fantastic stuff! So happy about the tendoriser!! My new go to vs bots
I wish they'd increase the total mags of the liberator and especially the peacemaker. If I'm going against giant bugs with carapace armor, and im running around with a 9mm, im going to use that extra weight to go in strapped.
All the changes were in the correct direction but I'm very sad the Assault rifles and other underperforming primaries barely got anything, at least vs bugs. I was expecting bigger damage for all assault rifles and way more damage or explosion radius for the Xbow, Eruptor and Purifier
I dont think the crossbow is ever getting back its AoE... I think its stuck to being a single target Medium armour clearer with Utility (its ammo economy is really bad for dealing with hordes and patrols)
I think ARs should all have medium pen anyway. The durable damage affected very little for enemies that they are meant to handle, be it chaffs (already die to a well placed shot) or medium enemies (BC, some spewers, heavy devs). This was a buff that unfortunately did not help with ARs!
@@sturmmagnunstein1008 Very true. In general it would be nice if all enemies had less difference between hitting the head or the body. Killing medium enemies takes too long without headshots and since headshots don't have a damage multiplier they don't even help. You either break the head or those few shots that happen to hit the head basically count as body shots anyway.
Know how we can interact with weapons changing their zoom or flashlight or how they fire by holding a button? Why can’t we run up to our sentry’s and do a similar thing like change if they target large or small targets first or tell the mortar to prioritize targets on the outer of its lock on limits or closer to it to avoid teammates getting hit so often.
from my 4 missions with the purifier so far, I've found it doesn't match the strength of the Scorcher, Plasma punisher, or Dominator against bots, but it's good enough, and it's fun! It's also decent-ish at taking out gunships, a bit slower than the scorcher would be, but with faaar better ammo efficiency
Orbital Gat is so dope now. I like the eagle gat, too. Barbedwire is merciless now. Spear needs a power buff to compensate for low capacity and no ability to manually target weak points (it should 1 tap everything). HMG needs its sight fixed again. They made the reticle dot smaller, which is great, but it's still got like 2mm drop off from the reticle when aiming at 50meters. Seems ridiculous. HMG emplacement change is great, always should've been like this since it requires manual operation. Cooldown reduction on base machine sentry is great, gives it a purpose. PS: BARBEDWIRE IS DEADLY AF now.
Think they forgot all about the Liberator Pen which still does a meager 45 damage per shot. The Tenderizer is 100% better now and is my favourite Liberator variant.
i was always cautiously optimistic about arrowhead. but i think this update changes it to being optimistic. theres still some work to go, but this update was amazing and makes the gameplay feel so much better
I really like the machinegun buffs. They were just worst variations of laser, explosive and fire weapons, with the range and accuracy being poor trade-offs for their handling and lethality. With lethality buffed, they should be far more appealing against medium-bug swarms and devestators. I also like the greater heavy-armor versatility. On Helldive you NEED more anti-armor support strats than anything else, leaving horde clear to eagle and orbitals. With greater heavy-armor lethality players can bring more diverse strategems, which is always fun.
Its a good thing when my two favorite bot loadouts were only nerfed because of bugs and not made un-fun on purpose. Though honestly bots feel a lot harder after the change, my matches were just patrol after patrol after drop with little breathing room
Amazing patch. The only thing that sours it for me is the purifier. I really wanted to like it. Soent a few missions running it against bots and, sadly, barely noticed any difference from before the patch. It still feels like a way slower and less powerful planisher or scorcher. I see people praising it though so idk if it's just me or no :(
This patch should be an indicator that Arrowhead is in fact listening! I'm glad that so many of the issues I and no doubt many others have raised were addressed in this patch! Now, time to take a look at the warbond... maybe tomorrow (its a work week and its 12:40am here...)
I immediately thought of you bro when I saw the patch. So many great updates that you suggested or closely aligned with and I seconded.
I am thrilled with the changes to other worse stragems to bring them up to par. Gonna love jumping back into this game with my preferred stragems.
I only wish they added more ammo or damage to the emplacement hmg, but Im thankful for the turn rate.
(Unless it's directly updated by upgrades to HMG damage )
They either reached the same conclusion or they copied some of your balance proposal. Judging by the tenderizer it's probably they did watch your video.
You may want to send your resume to AH to work as a balancer. Your balance proposals are much more mature and fair compare to lotta players
They have always been listening, just the old balance designer hated fun and wanted to kill everyones fun. They fired him and a new person took their place and now we have buffs.
I immediately thought of you when I saw all the durable damage changes for rapid fire weapons. Balance will never be perfect (the eruptor still makes me weep), but it feels a lot more like the devs know what's going on now, and you're probably responsible for a lot of the more reasonable feedback being sent their way. Hopefully your videos teach more of the community to view balance in more nuanced terms.
We all gotta do our part to help this channel become more well known in the Helldivers info community, so I make sure to participate in the comments and obviously hit that Like for Ryken XIV! 👍
I'm pretty happy with the Eruptor. I've heard its maximum range is no longer there, so it actually could be a viable distance weapon.
Either way, it 1 shots Scout Striders anywhere, can 1 shot Devastators (head) or maximum 2 (anywhere), and can generally 2-3 shot Berserkers (I assume 1-2 shot them on weakpoints, but I haven't tested it out yet). Chaff clearing is an issue and I wouldn't take it on bugs...but it absolutely deals with medium targets in a simple manner. I think you could pair it with Bushwacker (close combat "get me out of here" weapon) to really work as a heavy target killer.
I'm loving where it fits in. It isn't a "do all" weapon like it was at launch (that one was pretty spectacular) but it doesn't feel like I'm shooting beanbags anymore.
I have a feeling the devs aren't done with the Eruptor. Shrapnel still isn't fixed yet, so I'm guessing they're going to give the Eruptor a dmg buff to keep it lumbering on for a while longer so they have time.
Most of these changes were numbers. Fixing a mechanic like shrapnel will undoubtedly take time, just like fixing the Spear.
@@kirant Sadly, no, the max range is still a factor and it takes 2-3 shots to kill any medium enemy ala devastator/spewer/brood commander. Even hiveguards require aim. Given it shoots so, so, so, so slow and its AOE is negligible, it's just not enough.
The Xbow is legitimately better at its job, despite having 100 less damage. Consider how you can empty the Xbow in the amount of time an Eruptor does 2 shots (while staggering the target wildly). Like come on it should 1shot spewers and devastators and the AOE should be enough to kill Hunters and Warriors. We get like 40 shots and it takes 5+ seconds to empty the mag.
I say this as a former xbow main who always took it over the eruptor, by the way
IMO Eruptor is back, it's not slightly absurd like it was on launch, but it's definitely solid against bots and you can use it on bugs now and have fun, maybe you're not going to be soloing helldive but for me, it's fun again
The Heavy Mahinegun now is sooooooooo chunky, the Spear locks on flawlessly and quickly, and the buffed stratagems absolutely shred
Both Thikfila and ondough didn't mention the spear and the accidental no structure locking bug they introduced, so, neat you mentioned it.
I'm glad Arrowhead admitted that it was an indirect effect of messing with the targeting and that theyre working to fix it rather than pretend its a feature
I really don’t like how they removed that, it was one of the best reasons to bring the spear. It allowed it to stand out from the crowd from being able to one shot a fabricator from any direction.
@@hendersonfisher2743 don't worry too much, they confirmed it's on the list and they are working on bringing it back. They just had to release the fix to targeting in general before they finished that part of it.
@@FiendLucklesshold on. This 'fix' had been sitting in their developmental build for almost 2 months at this point - and they still didnt the spear? Whats going on??
@@sturmmagnunstein1008 Lock on is fixed so its much faster and more consistent, but somewhere along the line they broke its ability to target fabricators, and couldnt fix it before the deadline of the patch (assumed). They have it on the long list of bugs that are being worked on so we can only pray it isnt too long unlike the arc thrower bug.
By the way, flying air patrols can spawn now. Gunships and shriekers spawning in packs. There doesnt even need to be a gunship fabricator or shrieker nest for them to spawn aswell.
That’s cool, that also means we probably have random Stalkers.
@@mangasaint We do, and it seems the spawns can stack/ you can have a stalker army which HURTS. Although, the new pistol burst is a one shot to the head on a stalker
I actually really liked this change to the patrol mix (makes sense if you think about it). But the first time my team encountered a random group of Shriekers we were all o _ o where'd that come from and promptly gun them down.
This change also means things like the Machine Gun Sentry and Rocket Sentry have more purpose since they are really good at gunning them down (if you don't have a weapon loadout that is effective against swarms)
More reason to bringing in more diverse loadouts!
As a card carrying Eruptor Enjoyer, I was quite stoked to see the buff (it also pairs exceedingly well with the new armor perk)
It now has enough damage to consistently one-shot Scout walkers when shot in the waist, which has been a huge boon.
That's reassuring to hear. I expected the community to still complain about it endlessly.
@@Drummerx04 I mean, it is THIS community, I'm sure there's still going to be tons of complaints, but it really is quite solid once more.
My favorite addition in this patch has to be all the reworked sights. Everything is so much easier to read, AND it's slick as well. Railgun's sight also got overhauled, and I can't believe I'm saying this, but I can see _through_ it now. Fantastic change.
They've added a lot of Heavy and Rocket Devastators that shoot you for no reason about 200meters away in Diff 9, a lot of random patrols would also walk towards the fray giving you no breathing room. But makes sense for Diff 9 really.
Yea, that's something I've noticed in my... 2 games. Devastators come in armies now haha along with Gunship patrols. That aside, I think the game is a lot more engaging now - all things considered..
"No gun nerfs" just buffs for EVERYONE. Works for me
Also diving is weird now, sometimes i just slide or it just crouches me and makes me stop running. They need to change that back.
I dont see how spamming units that can melt you in seconds a good thing (gunships make eradication even worse than it already was). Its the laziest form of difficulty just under increased enemy damage and health. 1 step foward, one step back.
@@NSAhitLISTI kept getting a really annoying glitch where after diving I'd be stuck in prone for about 2 minutes or until I died, whichever came first, usually death. It pissed me off so I turned off after about 6 games
Orbital gatling barrage & Orbital precision strike enjoyers eatin' GOOD
BRRRRRRRT
I haven't stopped using the machine guns. Finally I can brrrt and contribute
Thank you for actually being postive. It feel like all the community, especially helldiver content creators, want to do is spout negativity all the time.
I'm loving the changes so far, this patch has breathed new life into the game for me with the patch and the new Warbond. Huge shoutout to the Tenderizer feeling incredible to use now, along with the HMG buffs I've actually been enjoying using the ammo backpack to keep those 2 guns fed since they're so ammo hungry.
I started using the HMG recently, so I’m very excited to try the changes out.
I’m going to run a ton of the buffed stratagems. Very excited for the 110 Rocket Pods & Gatling Barrage in particular.
I’m floored that the Airburst had its cooldown reduced by 20 seconds. My group primarily plays 7+, and with our typical team compositions, it routinely exceeded expectations from our team.
Very optimistic and excited to get playing after work.
I just wanna point out that the HMG now does 2.17 times the damage it used to do to durable body parts, I need to see how it feels to run around with it since the contant forever-reloads killed the weapon for me, but this could potentially make it really good against everything that isn't small enemies and titans.
Turn the fire rate down, have some trigger discipline and the ammo is managable. It punches hard. It's fun 😊
switch it to 450rpm when using it normally, bring a resupply backpack and a weapon capable of hitting fabricators from range. when fighting a heavy enemy just turn the rpm to 750 lay down and shred it apart in less than a second. its amazingly fun and can easily be used as a primary weapon across all ranges.
@@wolfgaming8870 I never liked it before due to the reload, I don't like the regular MG for the same reason, those times when you need to reload but you also really need to move makes it such a bad experience for me. I do run with the ammo backpack. Probably only the HMG and regular MG that I don't have a solid and fun build for that works and feels good...
@mossblomma It does have staged reloads, so you can partially reload and move.
@@supremecaffeine2633 also, if you are willing to sacrifice the supply pack for the jump pack you can do a jump reload
Good to see you make a video for this patch so quickly! You're my go-to guy when it comes to in-depth info for this game. Here's hoping your work thing goes smoothly! Looking forward to more videos homie!
Much appreciated! Fortunately with the War Bond being smaller, it also means a little less work :)
It really doesn't surprise me that many of your feedback suggestions were on the mark, you have a great feel for not just the structure but the feel of the game and certain mechanics. Thanks for doing the work you do!
It seems like they've really leaned into each weapon's identity with this update, which is a very good thing!
Really loving the look of the patch. I started playing a lot less cuz the game started to feel stale so this might be what brings me back. Thanks for such a quick analysis of things since I really love your nuanced break down of things.
wish fatshart would also listened you brother, rock on.
The Tenderizer feels absolutely amazing now.
The orbital gatling was already one of my favorites to run on bug missions, so it’s awesome to see it become well over twice as strong.
I can finally reinstall Helldivers. Looking forward to using machineguns.
The HMG buff is huge. The durable damage, ie the important damage really, is more than doubled per bullet. The DPS is significantly increased even with the reduced rof. While the reduced rof for higher damage is the ammo economy it needed, in a roundabout way. And it gained recoil control in a roundabout way by firing slower.
Purifier feels much better, but I still think that it's only OK at best. It's will kill devastators variants in a few shots to the chest which is nice, and it deals with groups of troopers much more reliably now.
It's still either a bit slow and/or could do with a changing its fire type to be similar to the quasar, where it shoots as soon as it's fully charged. I believe this would make it feel a bit smoother to use.
I think the purifire would benefit by making a new type of uncharged bullet that is weaker than the diligence sniper (single shot) and keeping the same charge shoot as of now, this could make it also viable for bugs. Sort of like a weaker plasma diligence when uncharged and plasma shotgun when charge
@@robertoro4411 the uncharged shot would need to be really different to the scorcher in that case.
I think the option for part charged shots like the rail gun would cover this, and the description implies that what they intended it to be
@@samwild6630 That could also work, to have 2 levels of charge. I was thinking the uncharged shoot to be in part with the basic pistol, so at least can handle small bugs. Now I realized the purifier has ammo, so the mechanics of how that work would introduce more challenges than just adjusting the stats. I feel like a shorter charging time for the current performance would make it a better weapon, without introducing more complex stuff to the weapon
@@robertoro4411 yeah I agree that a bit shorter charging time would help it be a proper choice compared to the scorcher.
Perhaps a 50m scope too to reflect that it's not a CQC weapon.
@@robertoro4411funnily enough it was supposed to have 3 levels of charges. 1 is simply clicking, which works like a slow scorcher. 2 is what we have now, and 3 is supposed to be a mini quasar that uses the entire battery. Not sure why the code is still in game but simply unused.
This was definitely worth the wait!
The SEAF being able to fire during times your stratagems are disabled is HUGE and I think make it a lot more interesting/important to get completed. Especially after your Destroyer leaves, that changes it from just some fun additional strikes to a game changing/life saving fallback option for those hairy extractions.
Thank you for all of your analysis! You make Liberty proud!
My pleasure!
Someone at arrowhead definitely watched your video. The Tenderizer is almost exactly like your proposal. That also means we might see that incendiary rifle you proposed in the future. The thought has me salivating.
Fingers-crossed!
Was not expecting this video day of. Greatly appreciated!
I love patch days - its like Christmas to me (especially when we get a bunch of good stuff)!
the best helldivers 2 content creator is back boys letsgoo
When I saw the RPM change for the HMG I was bummed. I’ve been a closest HMG fan since it came out. Then I dropped with it and it’s may favorite support weapon now the changes are amazing!
game feels good now. HMG and Orbital Gattling feels strong now.
i havent gotten to gwt on and test anything yet but just from looking over the notes, it looks like Pilestadt is already making some good changes right away and i couldnt be happier
Ran Adjudicator/MG206 on bots today. MG206 does indeed shred berserkers and deals with devastators easily. Gatling and OPS are amazing to use. Great changes overall. Thanks for your coverage. Glad to see some of your changes made it.
Thank you for the update breakdown
You bet!
Love all the changes, also glad to see the SEAF artillery change, thats how i always thought it should work.
Gunship patrol frequency needs to be immensely reduced. Have groups of 4 CONSTANTLY in the air.
About a month ago i became enlightened about the halting barrage, especially on bugs. Now that it can do even more AND have less of a cooldown, i can’t wait to see more players using it
As someone whos stuck with the HMG since it was released to us by the Ministry of defense. I can feel and tell the difference in my weapon. Now it really lives up to the name of a Heavy Machine Gun and not a Gears of War paper bullet blower.
Purifier inner radius increased from 2 to 2.9m (same as Plasma Punisher). The outer radius remains at 3m, so you'll do full damage for almost the entire radius.
Crossbow got the opposite fix of Purifier if we're being technical about it. Hairdrier had AP2 projectile, now AP3, while Xbow had AP2 explosion, now AP3 (but falls off to AP2 in the outer radius , all explosions lose 1 AP in outer radius, falling to a minimum of 2).
I also felt vindicated by the patch notes. I had a post that blew up where I asked Schamms for more transparency with numbers in patch notes, citing the blatant lies we were told about Eruptor. The patch notes had numbers, and they even specifically acknowledged Eruptor's glory days of 24 x 300/150 damage high-velocity shrapnel.
the global game design changes are also huge in this patch. patrol spawns reverted, maximum number of hits per spew by spewers and flamethrower hulks to make you not get one shot randomly, slow effects last longer but you can sprint during them as well as a number of changes to environmental hazards and things like that, fewer heavy armor enemies but more little boyos, charger berserker is now actually different than a regular charger.
I was waiting for this video so damn hard
Patrols seem more frequent
Hulks got morphed into more rocket devs
We now get gunship patrols
Support weapons no longer fully refill from resupply [less AMR ammo]
EQUALS
I'VE NEVER BEEN MORE CHAIN-RAGDOLLED
IN
MY
LIFE
I tested the eruptor today and it's excellent but it's even more important to hang back because of the explosive damage
Didnt expect you to drop a vid so fast, I was awaiting your thoughts on our beloved crossbow
The Gatling barrage was already one of my favorite stratagems, now it seems godly
Can't wait for an upcoming Airburst Rocket Launcher buff in the future, if there is one.
A great video as always, but I would love to see images of the guns you are talking about. I simply can't remember all of those names, so a lot of the info went right over my head.
Thank you!
I think I have discovered something.
I have been using the heavy machine gun to kill charger and behemoths since the new patch. I use a stun grenade and then hose one of the two front legs with the heavy machine gun, and even though I get the reflection symbol, i find that it usually kills it in about 50 rounds. It's not super consistent, but I think it's worth looking into further
I just want to say out of all the other youtubers you easily have the most logical and sensible approaches to balancing.
Not the xbow update I wanted, but hey it honestly makes a lot of support weapon oriented play have an incredible utility
I liked the Gatling Barrage before, now i love it.
Crap patch still messed things up. They ADDED gunship patrols you cannot stop (no towers) and to eradicate missions as well. The quasar is still nerfed, the rocket sentry ignores it when other bots on ground, other anti-air not great and recieved no changes.
This needs more testing but with a little RNG the strafing run can kill bot fabs, the RNG is that some of the bullets have to go inside the vents, the cluster bomb can as well and I assume it always could seeing as the airburst launcher bomblets can as well but it's even more random as it requires one of the bomblets to enter the vent as well, what the staffing run can absolutely do is destroy mortar emplacements and cannon towers as well as both tank variants and can seriously hurt a strider with a shot being able to run all the way along it's back, destroying it's turret and again with RNG it's miniguns, this thing is definitely a contender now with it's huge utility gain from it's increased armour pen.
The MG-43 also gets two belts of ammo now from the resupply backpack instead of just 1 belt. A huge increase in available ammo!
It was already fun to toss the gatling and airburst barrages at small and medium nests while just messing around, but now it's actually viable.
i would have loved to see the HMG get a backpack and a way larger magazine for sustained fire
Make due with Supply Backpacks for now. At least the reload speed makes it more usable.
@@1wayroad935 definitely, i just liked the idea of a buddy reload not interrupting the stream of fire
While I somewhat agree, the new reload is so fast that I really don't mind
@@MarieAvora cant wait to try it out
@@1wayroad935*make do
The HMG still feels very anemic when it comes to ammo, me and the boys were discussing what could be done to resolve it aside from just number tweaking, we eventually settled on on a dedicated ammo backpack like the IWA M249 backpack for real world comparison. This would effectively negate the reloading for it (so a plus), but the drawback would be only having a single ammo pool to draw from, we're not quite sure how the resupply would work however, maybe it could just not be resupplied but have a much shorter call in cooldown to mitigate that much like how the EAT's operates.
Time to return to the game. We need some full breakdowns on strategems again and I'm most interested in your takes on the mines.
Anti tank mines now no longer leave my kit. The one and only ground unit it doesn't help against is the titan. I've killed multiple chargers of all sub types with a single drop. Let a horde chase me, stun nade, throw mines, go lay down and watch everything die.
i love the anti material rifle scope change
This patch was a VERY welcome bunch of changes and balances. Really, after a few hours of play the only downside is that gunship patrols feel a little overtuned. On their own they’re perfectly fine but the reality is that they overlap with patrols, bot drops or other events making it damn near impossible to meaningfully focus on anything as you get mowed down or juggled in the air like some kind of fighting game.
As someone who tested the Eruptor against the bots the moment I could; it now one-shots scout striders from the front again, which is a huge buff in my opinion as my secondary was restricted to the grenade pistol to deal with them before, but now if I bring the Eruptor I know I'm free to swap to a different secondary, mainly to deal with Troopers. It also reliably two-shots devastators now, which isn't as good as the one-shot of old with the shrapnel but definitely not bad.
The buff to the purifier is welcome, but the gun is still underwhelming. Between the long charge time, the slow projectile velocity, and the fact that it takes five direct hits to kill one devastator, it still needs some more love.
8:44 The Tenderizer is basically hobbled now, it doesn't have 8 reserve magazines in reserve but 7 it only has 8 if you count the one in the gun which none of the others do. Which means not only does it have 3 *less* magazines but since all it's mags now have 5 less rounds each for a total of a whopping 180 fewer Rounds for a full Ammo Load. Which to add insult to injury the Adjudicator now having 30 round magazines means the Tenderizer is carrying a full mag less than a Battle Rifle now which also has a faster reload speed vs the Tenderizer. It's basically crippled against the bugs as the extra damage is barely noticeable against the ones that don't have medium armor and you don't have the reserve ammo to deal with swarms without completely depleting your ammo reserves. It's light armor penetration feels like it's been reduced from Light III to Light II so despite a 35 damage per shot increase it still feels like it's at best doing the same Damage vs Bot light infantry or worse even less as it previous was almost guaranteed to get Red hit markers on anything that wasn't a blade arm block from a Marauder or Commissar and probably kill in 1 or at most 2 chest hits. The stagger seems almost completely unchanged from previously and Stalker/Berserkers aren't slowed down anymore than previously plus they still feel like it takes the same amount of time for the Tenderizer to drop Stalkers. The only thing it seems to do any better is do Weak Point hits on Devestators more damaging and maybe Berserkers but there's no no room for error now that you have 180 fewer Rounds to work with. So now the Supply backpack is basically a requirement for any sustained use of the weapon, since I usually like the MG-206 HMG anyways (I do appreciate and it's buffs) and it's also a ammo hog needing the Supply pack I guess I'll have to pair them together more often.
Honestly the Adjudicator is just better overall now with having the same mag capacity plus one more in reserve AND Medium Armor pen *and* a faster reload speed, with only a slightly lower rate of fire and small damage per shot penalty that is usually ignored due to its armor piercing. The Recoil is also not as bad these days and with practice can be worked around. The Tenderizer only has a definitive advantage with it's ultra low recoil that's basically Scythe Laser Rifle adjacent even on full auto at a distance.
Either they should have only nerfed the Magazine Capacity or the max number of reserve mags, not Both. It's ridiculous that it's now got the same mag capacity of what's presumably a 7.62 NATO Battle Rifle that's firing the same rounds of the MG-43 and one less mag and is slower to reload especially on empty.
Honestly, you're my favorite channel covering helldivers, because I also followed you from Darktide (I think)
YOu ever think of covering hoard shooters in general?
Thank you for being a long fan and supporter! Really appreciate the people sticking by me after all this time :)
As for coverage of games - I usually love games that offer lots of build crafting / loadout mixes. Variety is the spice of my gaming life. So games I would have covered if I was a youtuber earlier in life would have been things like Warframe and Destiny 2 - lots of building crafting to play around with!
The nature of my content also means I tend to be very invested in one game at time since there's load you can unearth by digging deep into its mechanics and interactions (like Darktide!)
But to answer your question: if there are new horde shooters coming out that offer lots of customization and variation to play with, odds are I'll probably cover it!
I still think they need to buff the overall stats of the assault rifles because they should do more damage then they are currently doing. They went and buffed them only by durable damage but they need to improve the damage overall because it doesn't make sense that the defender a submachine gun firing a pistol cartridge does 10 more damage than an assault rifle shooting a rifle cartridge that is bigger. Normal assault rifles should be doing 80 damage per shot minimum because of the difference in size of the bullet. And then a higher caliber assault rifles like the tenderizer and the adjudicator should be doing a 100 damage per shot because they're shooting full rifle cartridges unlike the basic assault rifles that would be using intermediate cartridges which are the in between a pistol cartridge and a full rifle cartridge. And you might think oh but then the heavy hitting assault rifles would be a little too close in damage to the dmrs well then buff the dmrs to have 150 to 200 damage per shot make them similar to the scorcher. It wouldn't be broken because the scorcher can take out multiple enemies per shot because of the explosion whereas these would only be dealing with individual targets really well.
These are the changes I would make if I were in arrowhead's shoes cuz as it stands it doesn't make sense that smg's firing smaller bullets do more damage per shot than assault rifles shooting rifle bullets which in real life can be twice as long.
Its not just damage bub, but i agree AR is still in a sad state. The issue is they either do half damage or no damage to targets that matter! Give them armour pen!
orbital gatling is my favourite change. It can kill a group of biles if you get lucky enough
The eagle strafing run is now quickly becoming one of my favorite stratagems. I was even able to kill a titan with it, granted it only happened once that day (I tried to replicate it a lot), and it looked like most of the burst hit its head so luck seems to be a huge factor but it looked badass nonetheless.
I also got a 21 killchain with it, which felt amazing
I do wish it broke off armor plates, though, because it seems to just tickle chargers and titans (most of the time)
its good against tanks, as they are flatter and bigger surface area to take hits.
@hippoace out of the 4 bot missions I played, I saw like 3 tanks. They seem much rarer now.
Have you tested it on the railcannon sentries? They're built similar to the tanks, so I'd expect it to be good.
this patch was a good step in the right direction, but certain weapons got looked at in the wrong way. Like the HMG. Even with the buff it still feels bad to use. The reload speed helps but it doesn't fix the main cause of the issue. You spend so much time reloading the weapon not because it had a 2 second longer reload time, but because it's saddled with an overly anemic magazine. Tuning the rate of fire slightly isn't going to fix that issue. Rather, they should have not changed the reload or the fire rate, and just gave it a 25-50% buff in mag capacity.
The point of the HMG is to be used in controlled bursts. If you only full auto the weapon then you're going to constantly run out of ammo. Even before the patch, I find myself using it when needed against heavier targets, while I use the sickle for example for mobbing or an AOE weapon to deal with mobs. When using the weapon sparingly at the time while also making sure I don't hit my last round, it isn't as bad and it can be pretty good. This patch made the weapon a butt load better, and it makes the ammo capacity where it is at not so bad and it compensates well. The problem still comes to players running out of ammo because they are not shooting the weapon in controlled bursts. Doing so allows you to help disciplined trigger discipline, and conserve ammo. In short, use it for the big boys or critical situations just to escape and don't just full auto the entire thing willy nilly, be smart with it.
Fun fact, MG reload was never 4 seconds, where they got that number from I have no idea. Also the supposed reload buff never went through - MG is still a 5 second reload 4.3 on tactical reloads.
110mm rocket pods if anything feel significantly worse because they are no longer able to one shot any tank enemy without directly hitting a weakpoint of the enemy. full salvo went from 1200 damage to AP5 (2400 to ap4 and under) to 750. That is a 38% reduction in damage in the best case, and it hurts. Also the explosive damage was far more effective than you may think as it was able to rip off the leg of the hulk you were going for, also dealt very significant damage to tank and cannon vents allowing the 110mm to one shot all of those targets almost every time it hit. A single rocket dealt 800 damage to a tank/cannon vent which made for a consistent one shot.
Since it can't one shot any tank enemies anymore without significant amounts of luck, and you only get 3 charges you only kill a single tank enemy on average in 2.5 minutes making it one of the worst anti tank options available. And because it almost always hits the main body of the enemy it doesn't even effectively "soften" for support weapons since it doesn't do enough damage to change which targets will kill tank enemies fastest.
If you hit a hulk with a single 110mm for example, the auto cannons best option is still a 2 shot headshot, if you hit a tank, you still go for the vent and unless you get lucky it is still a 3 shot kill. Vs chargers it doesn't change that the most effective kill is a shot to the head (2 for behemoth) EAT/Rocket weapon. And vs larger targets like Titans and Striders the damage is negligible.
We bring the liberty with this patch lads
They introduced a problem with ADS down the sights. It doesn't remember your last selection so I constantly have to manually bring up the scope every time I aim.
Check if your settings have been reset. My key binding did.
@@sturmmagnunstein1008 Yeh seems like they added a bunch of new settings for the UI and quality of life settings like per weapon ads. Very cool. This patch is something else.
Big fan man.
That SEAF buff is awesome! Most of the time the SEAF is a waste of time to unlock. It's good seeing gain a purpose.
I still wish the eagle strafe having the mini-gun and autocannon as part of the gun run. Would make it solid all rounder plus doing durable damage to heavies.
Hey ryken, turns out you were right about the stalwart and liberator sharing the same damage variable!
The buffs I've tried so far are really good, a few steps right but some new issues. Sometimes when i dive, I'm stuck in prone for about 2 minutes before I can stand or until I die. That needs fixing for sure. Also I'm not a fan of the random gunship spawns, that was always one reason I'd go straight for the gunship fab because they're the most irritating enemy when you have little/no cover from them. I've heard that its the same with stalkers but I haven't played bugs since the patch.
WE EATING GOOD WITH THIS ONE🗣️🗣️🗣️🔥🔥🔥
Damn right!
The whole reason I used the spear was for automaton spawners. I was looking forward to it getting fixed for months, all for nothing.
When I saw the updates, I went "Holy buttz, it's the same suggestions that Ryken made"
I agree, it's definitely not a perfect but definitely an 8/10 good job.
The new spear lock on is great. BUT not being able to destroy factories for the time being made it lose it's uniqueness that made me the spear user previously. At the moment, it's better to use the Recoilless rifle.
The Gatling is so beautiful to use even more than before. Strafe run I need to play some more with it, but I learned not to bring both eagle strafe and gatling together as it hampered my ability to destroy structures.
Warbond is a snooze, shotty pistol is awful, can't even kill a regular bot at 10-15 meters without using everything. Grenade pistol still best secondary just for taking out spawns.
The new liberator, I swear it reloads faster as if it has a fast mag, and actually controls pretty nicely.
The new armour passive making your aim more snappy is really good, the 50% melee, I did NOT see any difference. it took me 3 melees to kill a regular bot with and without the passive.
Have not gotten to try the knife and new booster which I was looking forward to based on what I'm reading.
Still waiting on better jump pack buff, and giving the exo suits more ammo.
The new patrols of gunships, and the increase in “chaff” enemies (ie: small and medium) have made high level bot games feel….. oppressive, to say the least. Gunship patrol means you cant withdraw from combat and of each player cannot handle a patrol individually, they bully you hard. Oh and less hulks means more devastators squads which is definitely harder than a few extra hulks!
Will need to play more but the few hours on diff 8 against bots were frustrating hard, not fun hard. And i say that as a level 100 player.
All the buffs though are fantastic stuff! So happy about the tendoriser!! My new go to vs bots
I wish they'd increase the total mags of the liberator and especially the peacemaker. If I'm going against giant bugs with carapace armor, and im running around with a 9mm, im going to use that extra weight to go in strapped.
New armor is busted, it doesn't work and makes some guns handle worse. The sights on most guns is still off.
Boy oh boy am I glad arrowhead listened
All the changes were in the correct direction but I'm very sad the Assault rifles and other underperforming primaries barely got anything, at least vs bugs.
I was expecting bigger damage for all assault rifles and way more damage or explosion radius for the Xbow, Eruptor and Purifier
I dont think the crossbow is ever getting back its AoE... I think its stuck to being a single target Medium armour clearer with Utility (its ammo economy is really bad for dealing with hordes and patrols)
@@rykenxiv Same, but I hope we are wrong....
I think ARs should all have medium pen anyway. The durable damage affected very little for enemies that they are meant to handle, be it chaffs (already die to a well placed shot) or medium enemies (BC, some spewers, heavy devs). This was a buff that unfortunately did not help with ARs!
@@sturmmagnunstein1008 Very true. In general it would be nice if all enemies had less difference between hitting the head or the body. Killing medium enemies takes too long without headshots and since headshots don't have a damage multiplier they don't even help. You either break the head or those few shots that happen to hit the head basically count as body shots anyway.
We have never been so back
Know how we can interact with weapons changing their zoom or flashlight or how they fire by holding a button? Why can’t we run up to our sentry’s and do a similar thing like change if they target large or small targets first or tell the mortar to prioritize targets on the outer of its lock on limits or closer to it to avoid teammates getting hit so often.
No knight buff😢
Still waiting when I can talk about how much better the Knight is but oh well..
Let's not forget notable notes!
from my 4 missions with the purifier so far, I've found it doesn't match the strength of the Scorcher, Plasma punisher, or Dominator against bots, but it's good enough, and it's fun! It's also decent-ish at taking out gunships, a bit slower than the scorcher would be, but with faaar better ammo efficiency
I never knew the rocket sentry used to shoot 2 rockets at a time thats how much i saw it get used
Orbital Gat is so dope now. I like the eagle gat, too.
Barbedwire is merciless now.
Spear needs a power buff to compensate for low capacity and no ability to manually target weak points (it should 1 tap everything).
HMG needs its sight fixed again. They made the reticle dot smaller, which is great, but it's still got like 2mm drop off from the reticle when aiming at 50meters. Seems ridiculous.
HMG emplacement change is great, always should've been like this since it requires manual operation.
Cooldown reduction on base machine sentry is great, gives it a purpose.
PS: BARBEDWIRE IS DEADLY AF now.
Spear can 1 tap charger behemoth head but other AT can't if you can hit its head tho.
Big fan of the videos keep cooking
Think they forgot all about the Liberator Pen which still does a meager 45 damage per shot. The Tenderizer is 100% better now and is my favourite Liberator variant.
10:23 Dont you mean purifier treatment?
Yes haha - made a small mistake there
i was always cautiously optimistic about arrowhead. but i think this update changes it to being optimistic. theres still some work to go, but this update was amazing and makes the gameplay feel so much better
I really like the machinegun buffs. They were just worst variations of laser, explosive and fire weapons, with the range and accuracy being poor trade-offs for their handling and lethality. With lethality buffed, they should be far more appealing against medium-bug swarms and devestators.
I also like the greater heavy-armor versatility. On Helldive you NEED more anti-armor support strats than anything else, leaving horde clear to eagle and orbitals. With greater heavy-armor lethality players can bring more diverse strategems, which is always fun.
Its a good thing when my two favorite bot loadouts were only nerfed because of bugs and not made un-fun on purpose. Though honestly bots feel a lot harder after the change, my matches were just patrol after patrol after drop with little breathing room
Amazing patch.
The only thing that sours it for me is the purifier. I really wanted to like it. Soent a few missions running it against bots and, sadly, barely noticed any difference from before the patch. It still feels like a way slower and less powerful planisher or scorcher.
I see people praising it though so idk if it's just me or no :(
Guys I deadass watched a Rocket Sentry solo a factory strider I’m expecting flying pigs to be the next enemy they add