Anecdotal evidence from Reddit claims that knives ignore shields (i.e. the Shield Generator backpack strat), so they're potentially much more useful than grenades once the Illuminate join the war
Can confirm it does, tested in game with buddies and it one shots other helldivers through their shields so one could assume when the Illuminate get added that you should be able to one shot them as well as the shield backpacks are their tech to begin with.
@@metro4noww Useless now yes, but once they release the Illuminate, which hopefully is soon both should be really good. Electric resist armor because they mainly use electric weapons and the knifes as previously stated as it by passes shields in the the past games the Illuminate were known to run with shields and light / no armor so breaking shields will be key on that front and resisting electric damage should come in clutch. All speculation of course at this stage, not without merit but still only in theory at the moment. For now it is just for fun and cool looks, Fashion Divers.
@@metro4noww useless now, but wait until the squids show up and then they wont be so useless. Remember squids use arc weapons often and we acquired our shield tech from them.
@@metro4noww Also do remember from this point onwards they are focusing on putting out better warbonds for the future hence the posts that future warbonds will be over a longer cycle to ensure better quality. I really like this one although mostly for cosmetic reasons and taking into account all the fixes and buffs they did to better the quality of life of the game in it's current state it is to be expected that the devs could only put out so much in the timeframe. I would say give them a pass on this one as they have made some great changes in the latest patch as a sign of hopefully many more to come while they also work on what next to give us content wise.
Aside from maximum charge, I think it also does more than the railgun if I'm understanding the numbers correctly. I'm stoked with the patch, but there's still a lot to clean up. At the very least, the direction they're going is finally a good one.
@@kotekxv1352Hold up. Are you telling me a supermagnetized projectile moving at supersonic speeds does less damage than a piddly pointy metal stick chucked with 1% strength and 99% democracy?
saw a reddit post that someone used the throwing knife on a teammate and it went right though the persona shield generator. That led a lot of people to speculate that the knives are really meant for illuminate faction since in HD1 they used a lot of shields that you had to take out before damaging them directly.
I think this shows how kneejerk emotional the community is, because it's more likely that it's an oversight and nobody thought about them being used against a player wearing a shield. Occam's razor says it's unintended. It's a bug, it's just not a very annoying bug, so the imagination goes wild.
@@drb0mb occam's razor doesn't apply when the information you have is wrong. throwing knives went through illuminate shields in the first helldivers. it stands to reason, it would be the same here.
I'd go further to say they should just be unlimited. Or maybe automatically replenish every set amount of time. Even with that though they have to compete in a grenade slot which is insane. I can't imagine any situation, even stealth, where the value provided here exceeds that of grenades. Melee equipment should be its own slot. Put this item, maybe bayonets, spiked gauntlets, swords, something like that all in a melee slot and let you choose one of them with various advantages.
Instead of taking up a grenade slot, it would be so cool if there was a melee slot to override the usual buttstock punch. I'd even be fine with it having limited uses as it does now, but when you're "out" you start swinging with a knife instead of throwing. That would give some fun options to create different melee weapons later on like power gloves or archaic weapons like swords and spears.
@@Sturmovik1946 Considering that you have to practically rush into a horde of enemies in order to do anything with a melee weapon, it would probably just do loads of damage to lesser enemies, but the setback is you have to get up close and personal (obviously), which could lead to your demise if you aren't careful.
the knife should have a gimmick, like "Magnetized, so it returns to your hand when pressing fire again" or "Inflicts shock/burn/stun helping against priority threats", or maybe "homing beacon, nearby stratagems now track the knife to drop directly on it" or "Armorer breaking, Places hit with the knife counts as exposed armor, allowing you to shoot into the knifes spot to inflict direct damage" If its damage/DPS isn't useful, it should have synergistic utility
That would be better I think than giving extra knives. I’d love the homing beacon. Maybe the most recently thrown knife tracks your next thrown strata if it’s within 45 meters
Or keeping with the viper theme, make the knives deal a slow poisonous corrosive DOT for as long as the knife is still stuck in them (dealing even more damage if it strikes a critical point). It might sound overpowered if it were to serve as a potential mark of death, but the disadvantage would be that it's slow, with the guarantee that it will kill so long as the body part isn't blown off. Plus I was kinda disappointed that the warbond is titled Viper Commandos but there's no poison. Especially after seeing how I ignored the underrated orbital gas strike for so long, I do want to see more poison added to the arsenal.
I honestly feel the throwing knife would've been better as a secondary rather than a grenade, along with having much more if them to help it fit that role. They're slower than other current secondaries, but they also don't need to be reloaded at all and are completely silent so they'd still find use in said role rather than taking up a valuable grenade slot.
yeah this is about what I expected. They are a stealth option for grenades. against bots, it's not really uncommon when you try to stealth on them to find a situation where a silent takedown would let you get in unseen, but can't quite get in melee range for it undetected. This is just a neat option for stealth commitment, specially if you bring an orbital EMP to substitute the stun grenades.
They should make it so that when you throw them, you can pick them back up. You should also deal double damage with melee attacks imho (as long as you have at least 1 knife available). The new armor set passive should apply to throwing knives too. Even with those changes you wouldn't call them "good". Feels like a big missed opportunity.
They're alright for stealth. I pretty much expected them to be exactly this strong. But I did think they'd go with 12 instead of 8, due to how much versatility you lose out on.
"Imagine the scenario, you just ran out of ammo, a bug is closing in, and you dive backwards and throw a knife right into its head" - Someone who apparently has never actually played Helldivers 2.
Charger legs have been known to have weak points that medium penetration will go through. 6 shots from the senator will kill a charger if you hit the same leg each time
Front of legs can be pened too. I haven't been able to test the exact spot to aim for but besides the hit marker, you'll also see that splash of bug juice. It seems the top part closer to the head is the area but it's a precise spot and can be difficult to find.
it's due to a bug which removes a charger's armor after they charge, you can even kill it with a liberator if you pull off the bug. but this bug seems to be something different since you can do it even to a charger not charging
It feels like you should have more knifes I really don't think 2 knives are doing the work of a single grenade. But it is possible there may be a really high skill cap on them with the bounce. You really should be able to stab it's a freaking knife and knifes should also be able to be picked up. On the other end they could make the knifes a little weaker but give you infinite of them.
@@Mare_ManI think taking out a squad is where people are going wrong with the point of these things. Doesn't make them good, but this really shouldn't be a comparison at all.
Ideas for potential buffs. The throwing knives are boosted by viper commando passive. The throwing knives damage is increased from 250 - 350. You can pick up throwing knives that hit light armor, or any that you missed, unless you're full on throwing knives.
It completely makes sense in terms of realism that it wouldn’t damage certain armour but they are going to need to give us a massive capacity of knives to make them viable. Also retrievable knives, lots of stagger so we can use them as a single target stun grenade and maybe gives us a damage buff if you ricochet the knife to a second enemy?
At the very least, They need to add in the ability to pick them back up. maybe have a roll chance of them breaking if you miss....but yea. that would make them super viable. And maybe a high crit chance for hitting certain areas.
One of the first things I did with the throwing knife is headshot myself by diving backwards into shallow water (to trigger the janky animation) and throwing it.
As far as the current Galactic War stands, throwing knife is useful when you run out of ammo and you need to finish off one more foe. But in that case, I'd rather bring an impact AND be able to break bug holes
My personal change wish for this weapon would be that you can only carry one but you can kill hulks and chargers with it if you hit the weakspot making it a high skill weapon that looks cool
thinking about "commando" theme.....its about stealth i think...this probably do 0 aggro... thinking about sound....it should be the most stealth weapon
@@Themightyfrogg tells me you didn't watch or pay attention to the video without you telling me that you didn't. At around 8:30 the guy talks about and showcases how silent it is.
@spearsage he gets spotted and shot at in that same clip fym? Conveniently has the volume down so as to not reveal when the detection happens, but it does. Sit back down. Falling for youtuber editing, jeez this is rich. Tell me you don't play the game without telling me you don't play the game
400 damage and 250 durable damage with 50% capacity increase aka 12 knives instead of 8 + picking them back up would make them actually god tier if you are good with them.
While that's an interesting idea, I'm actually okay with the fact that not all weapons are competitive. It's ok to have a funky thing like throwing knives that's basically useless but there for the jokes and flex points.
Yeah if you could pick up spent knives, I feel like it would be a good weapon. You still might not always take it over grenades, but at least then it would be good enough that you'd seriously consider it. I think that's the kind of balance the game needs. If we had more loadouts that worked, it would be pretty cool
Great work catching the bounce mechanic! If AH can work out the tech, guaranteeing a set number of minimum bounces would be a fun way to buff the knife in the future.
I think it should be a secondary with retrievable ammo so you can still run stuns. The crosshair is also way off. Idk who the hell designed it but they need their eyes checked.
They need to make it mega critical strike like guaranteed one shot on the hulk if you hit the eye, also give enough armor pen to hit hulk eye obviously
Honestly it seems like the knifes are best at staggering enemies while doing a nice chunk of dmg. A fun alternative to nads and a good addition to the game
Oh yeah, there's something wrong with walker'S legs. I noticed it too. Some Dominator shots just bounced, some caused knockback but no or little damage, and sometimes the walker just went down with 2-3 into the leg. It's weird and the main reason I returned ot the plasma punisher.
FYI the Behemoth Charger variant now has different stats than the regular Charger, including a higher health pool, so you can't test weapons for Chargers on them anymore.
Honestly they should make the knifes superheated and have them able to pen a hulks face plate. Making them a fun but risky alternative to the thermite grenade for taking out heavier enemies. This wouldn't be too OP imo but it would be pretty fun.
We should be able to take out the knife like a grenade and melee with it. Also, picking it up after throwing would also make it better. Last, maybe ad a tiny tiny bit of auto-aim when throwing it at automaton heads. Those changes would massively improve it
I feel like they need to buff the knife to be effected by some boosters and armor passives like you noted. Also resupply to 10/10 not 8 with the engineering kit is probably a miss on their part.
It would be interesting if the knives were electrified and could stun individual targets if left alive. They could arc between multiple knives to make up for the lack of crowd control.
They have already mentioned not only the idea of picking them back up but also using them as melee but nothing stuck well in development. To tell you the truth I'm not surprised I play hunt showdown and to this day you still lose knives or simply lose the ability to pick them up when by all rights you should be able to There is...the third option DRG make them hit REALLY hard
If you could pick them back up they would absolutely be worth considering for regular use. Otherwise I guess they are fun for a change but hard to take seriously when compared to grenades
They should make it where if you hit something with the knife it would have an electric discharge and deal extra damage to the hit unit causing stun too.
it would be cool if by hitting the grenade button once you pulled out the knife and could then melee things for massive damage (like plunging the knife into the enemy, using the knife) or throw it normally. also we need a massive damage buff and literally like 3x the number of knives or let us pick them back up
I think the best balace for using throwing knives, is that you can pick them back up only if they bounce or make their way to the ground. If you throw a knife into an enemy and it deals damage, you shouldn't be able to get it back and need to resupply
charger legs armor inconsistencies has been a bug since release. All weapons can shoot charge legs when they are charging inconsistently. larger projectiles are much more consistent at bypassing the armor.
The knifes vs. heatsink testing is flawed, they updated the heat syncs to account for the direction in which the attack comes from. You should redo the test to see if there is a difference or not since they did put it in the patch notes, love the videos!
It just occurred to me that if you reload a lot this is actually pretty good. A nice "SWEET LIBERTY" weapon when you need to reload everything. "me with my plasma punisher, revolver, and autocannon." It may also be pretty good with the blitzer to give you something to use between reloads.
A good idea would be to make knives deal more overall damage and add a synergy with armor: +1 AP while you wear servo-assisted armor and +50% dmg while you wear peak physique armor. That'd make them at least somehow useful in right circumstances. For now - it's just a meme, like a revolver had been before it got some love with loader and damage buff.
Honestly, Viper Commando Warbond is awesome. Textures and armors look cool. We got new emote finally. The new armor perk is amazing (try it with something like Dominator, AC or HMG). Carbine is CQC monster and awesome against bugs. Bushwacker is just pocket sawn-off shotgun that melts even Berserkers and would probably fair well against Stalkers (didn't play bugs with it yet). Finally, while the knife is a bit niche, it's a massive game changer for stealth players of which there are some. You can finally take out some stragglers silently. It seems to even one shot Devastators if you hit their head which is good.
It seems that, at least for now, the knives are not a practical option for missions above difficulty 3. I’m not opposed to a single-target throwable, but it needs to be surgically accurate and an instant kill for the vast majority of enemies currently in the game, just to be a decent alternative to the more versatile grenades. Even after that, it would have to be a very specific build that works in tandem with a varied team. One can already feel the loss of destructive potential when wielding stun grenades, and even those make up for it with their unique ability and surprisingly easy cooking.
The crossbow, the Purrifier, now the throwing knives, I don't understand how they can be so consistent about adding cool looking weapons and making them horrifically disappointing.
I need tactical tomahawks, and they need to make them both usable in melee, giving you the dmg buff. Also, the muscle enhancements should do what it says it does and buff it more...
There's a ricochet icon!????!?! I have never seen that pop up ever, even if my shots are ricocheting off something and the animation of it doing that is visible.
The knife is cool and I'm sure a good diver can make it work. But it needs some serious tweaks. You should be able to both pick them up and use them for melee. Also if an impact can do so much a knife can't the knife needs to be really good at what it does. I feel like it should sever most limbs with one and kill up to a hive in one shot. devs and broods in two. It has to really stand out as it isn't killing any heavies or taking out and infrastructure. It also can only kill one at a time and it needs to do that really well.
Never have I been more disappointed in helldivers 2 as I was with the knives. I wish it was a secondary weapon with triple the ammo and a bit more damage. Taking a grenade slot for this trash is just… Also please let us pick them back up and deal more melee damage while holding them.
The charger is not a bug, the AMR has armour pen 3 and it can hit the legs. The legs have lower armour pen than the face. However pretty sure the AMR takes more shots.
I feel like since this is a one enemy type throwable it should be a oneshot for any enemy you can hit in the head whos armor isnt strong enough and to balance it make your restock only give you 2 or so knives so you cant just oneshot every enemy as long as you can scavange enough. Or let you reuse knives from killed enemies who you hit with no damage change.
The fact that the Viper Commandos armor from the same pass doesn't buff the knife damage is kinda lame and a weird L, honestly they really need to have a higher ammo count or more utility if they can't be use to take our bug holes/factories
I never expected the knife to be good. It's a meme weapon. A movie reference. However, I do hope that if melee gets added (which is going to take a fair bit of time, I'm assuming) that the knife gets moved to that category and becomes more useful
I think the knife is supposed to help you defend yourself against single targets in melee range because of its huge stagger. You melee an enemy to get a small amount of space and immediately follow up with a knife and this prevents you from killing yourself with, for example, plasma aoe or igniting yourself with the Scorcher. Pair it with the grenade pistol to plug the hole in your base kit and now all you need is something like a recoilless for tanks. It's a tough sell to try and say that something is "good, actually" as long as you use it with items from two other warbonds and totally shuffle your kit and relearn how to play with new quirky stuff, but it is what it is. These knives fascinate me because they appear so useless at a first glance, I feel like some part of me has to know what the use case actually should be.
Or a primary! If a helldiver can carry that massive autocannon backpack full of ammo, they can damn well carry a huge box full of hundreds and hundreds of knives.
what they *could* do (aside from having servo assisted armors actually make the knives deal more dmg) is if you actually select the "grenade" slot, the diver pulls out two knives at the same time and throws them out quicker in sequence. So in other words: MUDA MUDA MUDA MUDA MUDA MUDA MUDAAA
Besides illuminate possibilities with these, this makes me sad. I was hoping since the armour passive was melee dmg that the knife would enhance melee. Or at the very least we could pick the damn things up. Mabye one day...I just want it to replace my hilt bash with a face stab, is that so much to ask :( At least the bushwacker is pretty sick.
I hope they give us like 25 knives so we can go completely silent or something, a knife only run would be sweet Also we should be able to equip it as a ‘melee weapon’ for increased melee damage I used a new armor set last night and the 50% melee damage increase wasn’t really noticeable. With a knife adding another layer to that though, I could see it being better. In a game that punishes you for being close to enemies, I don’t think it would be OP for them to give us viable melee options. Hell, I would love a primary gun that has worse stats than the liberator but an axe bayonet or something for a massive melee boost.
Anecdotal evidence from Reddit claims that knives ignore shields (i.e. the Shield Generator backpack strat), so they're potentially much more useful than grenades once the Illuminate join the war
Can confirm it does, tested in game with buddies and it one shots other helldivers through their shields so one could assume when the Illuminate get added that you should be able to one shot them as well as the shield backpacks are their tech to begin with.
@@metro4noww Useless now yes, but once they release the Illuminate, which hopefully is soon both should be really good. Electric resist armor because they mainly use electric weapons and the knifes as previously stated as it by passes shields in the the past games the Illuminate were known to run with shields and light / no armor so breaking shields will be key on that front and resisting electric damage should come in clutch. All speculation of course at this stage, not without merit but still only in theory at the moment. For now it is just for fun and cool looks, Fashion Divers.
@@metro4noww useless now, but wait until the squids show up and then they wont be so useless. Remember squids use arc weapons often and we acquired our shield tech from them.
@@metro4noww Also do remember from this point onwards they are focusing on putting out better warbonds for the future hence the posts that future warbonds will be over a longer cycle to ensure better quality. I really like this one although mostly for cosmetic reasons and taking into account all the fixes and buffs they did to better the quality of life of the game in it's current state it is to be expected that the devs could only put out so much in the timeframe. I would say give them a pass on this one as they have made some great changes in the latest patch as a sign of hopefully many more to come while they also work on what next to give us content wise.
so does fire granade tho?
While the knife isn't very good, it is funny to note it does almost double the durable damage of the new mech.
That's funny
Aside from maximum charge, I think it also does more than the railgun if I'm understanding the numbers correctly. I'm stoked with the patch, but there's still a lot to clean up. At the very least, the direction they're going is finally a good one.
So the emancipator does 30 durable dmg to bile titan heads, so it does 60?
@@Legendary_Honey Max charge railgun does 90 durable dmg, 10 less than the throwing knife.
@@kotekxv1352Hold up. Are you telling me a supermagnetized projectile moving at supersonic speeds does less damage than a piddly pointy metal stick chucked with 1% strength and 99% democracy?
saw a reddit post that someone used the throwing knife on a teammate and it went right though the persona shield generator. That led a lot of people to speculate that the knives are really meant for illuminate faction since in HD1 they used a lot of shields that you had to take out before damaging them directly.
Very interesting
I think this shows how kneejerk emotional the community is, because it's more likely that it's an oversight and nobody thought about them being used against a player wearing a shield. Occam's razor says it's unintended. It's a bug, it's just not a very annoying bug, so the imagination goes wild.
Its probably just cause they never fully test anything... if any test gets done.
I love how paranoid the community is about the illuminate… just like super earth
@@drb0mb occam's razor doesn't apply when the information you have is wrong. throwing knives went through illuminate shields in the first helldivers. it stands to reason, it would be the same here.
In my opinion, u should be able to pick the knives up after throwing them
I'd go further to say they should just be unlimited. Or maybe automatically replenish every set amount of time.
Even with that though they have to compete in a grenade slot which is insane. I can't imagine any situation, even stealth, where the value provided here exceeds that of grenades.
Melee equipment should be its own slot.
Put this item, maybe bayonets, spiked gauntlets, swords, something like that all in a melee slot and let you choose one of them with various advantages.
@@DigimaulI wouldn't mind having less knives in exchange for a melee attack with them
I'll do you one better, you should be able to melee with it, since it's a knife, a throwing one tho, but still a knife.
@@Digimaul I wish they would have been a sidearm. That would have let us melee with them too
@@Digimaul killing chargers in 4 spammable hits seems good
Instead of taking up a grenade slot, it would be so cool if there was a melee slot to override the usual buttstock punch. I'd even be fine with it having limited uses as it does now, but when you're "out" you start swinging with a knife instead of throwing. That would give some fun options to create different melee weapons later on like power gloves or archaic weapons like swords and spears.
I've always felt that HD needs some melee weapons. Would probably be difficult to balance but really fun.
@@Sturmovik1946 Considering that you have to practically rush into a horde of enemies in order to do anything with a melee weapon, it would probably just do loads of damage to lesser enemies, but the setback is you have to get up close and personal (obviously), which could lead to your demise if you aren't careful.
BUFF THE ARMOR PENETRATION. Imagine seeing a knife in the face of a hulk as it explodes
the knife should have a gimmick, like
"Magnetized, so it returns to your hand when pressing fire again"
or "Inflicts shock/burn/stun helping against priority threats",
or maybe "homing beacon, nearby stratagems now track the knife to drop directly on it"
or "Armorer breaking, Places hit with the knife counts as exposed armor, allowing you to shoot into the knifes spot to inflict direct damage"
If its damage/DPS isn't useful, it should have synergistic utility
Or the simplest solution: give us way more of the throwing knives. Like 16 or even more.
That would be better I think than giving extra knives. I’d love the homing beacon. Maybe the most recently thrown knife tracks your next thrown strata if it’s within 45 meters
But this would require Arrowhead to take their heads out of their asses so... good luck with that
Hack the Automatons like the knife from Titanfall hahaha
Or keeping with the viper theme, make the knives deal a slow poisonous corrosive DOT for as long as the knife is still stuck in them (dealing even more damage if it strikes a critical point). It might sound overpowered if it were to serve as a potential mark of death, but the disadvantage would be that it's slow, with the guarantee that it will kill so long as the body part isn't blown off.
Plus I was kinda disappointed that the warbond is titled Viper Commandos but there's no poison. Especially after seeing how I ignored the underrated orbital gas strike for so long, I do want to see more poison added to the arsenal.
I honestly feel the throwing knife would've been better as a secondary rather than a grenade, along with having much more if them to help it fit that role. They're slower than other current secondaries, but they also don't need to be reloaded at all and are completely silent so they'd still find use in said role rather than taking up a valuable grenade slot.
this idea is awesome
They still attract enemy agro and give away your position when you use them. They’re not silent like the description would make us believe
Heldivers: bring knife to a hellbomb fight
yeah this is about what I expected. They are a stealth option for grenades.
against bots, it's not really uncommon when you try to stealth on them to find a situation where a silent takedown would let you get in unseen, but can't quite get in melee range for it undetected. This is just a neat option for stealth commitment, specially if you bring an orbital EMP to substitute the stun grenades.
Missed opportunity to not allow melee with the knife
The fact this warbond didn't let Old Painless out of the bag should be a crime.
I ain't got time to bleed...
What's old painless?
@@vastolord_a7853 Its a Bangalore voiceline from Apex Legends. Iirc its specifically a voiceline for when she throws her ult
@@vastolord_a7853 A minigun from the Predator movie
@@shadowwolf7933 It's literally the Minigun from Predator, dude. What the shit. 😆
They should make it so that when you throw them, you can pick them back up. You should also deal double damage with melee attacks imho (as long as you have at least 1 knife available). The new armor set passive should apply to throwing knives too. Even with those changes you wouldn't call them "good". Feels like a big missed opportunity.
They're alright for stealth.
I pretty much expected them to be exactly this strong.
But I did think they'd go with 12 instead of 8, due to how much versatility you lose out on.
Getting extra armor pen so we 2-3 shot hulks to the face WOULD BE HELLA FUN!
"Imagine the scenario, you just ran out of ammo, a bug is closing in, and you dive backwards and throw a knife right into its head"
- Someone who apparently has never actually played Helldivers 2.
It needs: re pick up and possibly the bleeding effect if hit by one.
Charger legs have been known to have weak points that medium penetration will go through. 6 shots from the senator will kill a charger if you hit the same leg each time
I think it was the back of the legs
Front of legs can be pened too. I haven't been able to test the exact spot to aim for but besides the hit marker, you'll also see that splash of bug juice. It seems the top part closer to the head is the area but it's a precise spot and can be difficult to find.
it's due to a bug which removes a charger's armor after they charge, you can even kill it with a liberator if you pull off the bug. but this bug seems to be something different since you can do it even to a charger not charging
yeah that's the armour desync bug
We get it. You watched the old video of the senator piercing the front legs. It’s a bug
Its criminal the Knifes don't act as a Melee weapon when equipped
Man, I appreciate the armor value being as high as it is, but being able to melee with it and pick it up should definitely be a standard thing
It feels like you should have more knifes I really don't think 2 knives are doing the work of a single grenade. But it is possible there may be a really high skill cap on them with the bounce. You really should be able to stab it's a freaking knife and knifes should also be able to be picked up. On the other end they could make the knifes a little weaker but give you infinite of them.
They exist as a stealth option, and shouldn't be expected to directly compete with grenades doing grenade things.
@@stuflames4769 yea but they should be a viable alternative
@@harrybishop7206 they are, as stealth tools.
@@gabusdeux You know what's stealthier than getting one enemy with 2-3 throwables?
Taking out a squad with one.
@@Mare_ManI think taking out a squad is where people are going wrong with the point of these things. Doesn't make them good, but this really shouldn't be a comparison at all.
Ideas for potential buffs.
The throwing knives are boosted by viper commando passive.
The throwing knives damage is increased from 250 - 350.
You can pick up throwing knives that hit light armor, or any that you missed, unless you're full on throwing knives.
4:42 bottom left ayo???
😂
It completely makes sense in terms of realism that it wouldn’t damage certain armour but they are going to need to give us a massive capacity of knives to make them viable. Also retrievable knives, lots of stagger so we can use them as a single target stun grenade and maybe gives us a damage buff if you ricochet the knife to a second enemy?
It also makes no sense to start chucking arm propelled sharp objects instead of using a fucking gun
At the very least, They need to add in the ability to pick them back up. maybe have a roll chance of them breaking if you miss....but yea. that would make them super viable. And maybe a high crit chance for hitting certain areas.
One of the first things I did with the throwing knife is headshot myself by diving backwards into shallow water (to trigger the janky animation) and throwing it.
As far as the current Galactic War stands, throwing knife is useful when you run out of ammo and you need to finish off one more foe.
But in that case, I'd rather bring an impact AND be able to break bug holes
That and finish off more then one more foe with an impact...
Impact does have AOE, so you might kill yourself. As for holes, taking weapons like crossbow, autocannon, erupter, Grenade pistol should help.
My personal change wish for this weapon would be that you can only carry one but you can kill hulks and chargers with it if you hit the weakspot making it a high skill weapon that looks cool
I second this. You get 1 knife with lvl 4 armor pen and does like 500 dmg and can be picked back up IF it doesn't stick to the target.
thinking about "commando" theme.....its about stealth i think...this probably do 0 aggro... thinking about sound....it should be the most stealth weapon
that paired with the fact that bushes that slow you down now also conceal you better... yeah, this thing is very specifically used for stealth i think
It's been proven to have 0 stealth value.
@@Themightyfrogg tells me you didn't watch or pay attention to the video without you telling me that you didn't.
At around 8:30 the guy talks about and showcases how silent it is.
@spearsage he gets spotted and shot at in that same clip fym? Conveniently has the volume down so as to not reveal when the detection happens, but it does. Sit back down. Falling for youtuber editing, jeez this is rich.
Tell me you don't play the game without telling me you don't play the game
How’s it about stealth when you have a triple barrel shotgun as a sidearm and a close quarters combat rifle??
I can’t see any way to make a knife competitive to a grenade. The knife should be a free backup you get when grenades run out.
Make the handle of the knife a stick grenade.
So the thermite
more armor penetration/damage would do it... grenades only kill trash atm
400 damage and 250 durable damage with 50% capacity increase aka 12 knives instead of 8 + picking them back up would make them actually god tier if you are good with them.
While that's an interesting idea, I'm actually okay with the fact that not all weapons are competitive. It's ok to have a funky thing like throwing knives that's basically useless but there for the jokes and flex points.
Yeah if you could pick up spent knives, I feel like it would be a good weapon. You still might not always take it over grenades, but at least then it would be good enough that you'd seriously consider it. I think that's the kind of balance the game needs. If we had more loadouts that worked, it would be pretty cool
Great work catching the bounce mechanic! If AH can work out the tech, guaranteeing a set number of minimum bounces would be a fun way to buff the knife in the future.
I think it should be a secondary with retrievable ammo so you can still run stuns. The crosshair is also way off. Idk who the hell designed it but they need their eyes checked.
They need to make it mega critical strike like guaranteed one shot on the hulk if you hit the eye, also give enough armor pen to hit hulk eye obviously
Honestly it seems like the knifes are best at staggering enemies while doing a nice chunk of dmg. A fun alternative to nads and a good addition to the game
Oh yeah, there's something wrong with walker'S legs. I noticed it too. Some Dominator shots just bounced, some caused knockback but no or little damage, and sometimes the walker just went down with 2-3 into the leg. It's weird and the main reason I returned ot the plasma punisher.
FYI the Behemoth Charger variant now has different stats than the regular Charger, including a higher health pool, so you can't test weapons for Chargers on them anymore.
Honestly they should make the knifes superheated and have them able to pen a hulks face plate. Making them a fun but risky alternative to the thermite grenade for taking out heavier enemies. This wouldn't be too OP imo but it would be pretty fun.
We should be able to take out the knife like a grenade and melee with it. Also, picking it up after throwing would also make it better.
Last, maybe ad a tiny tiny bit of auto-aim when throwing it at automaton heads.
Those changes would massively improve it
The knife should pin the enemy down for 3 seconds and do a small bleed effect, kinda like a weaker stun nade but with an effect to make it different.
I feel like they need to buff the knife to be effected by some boosters and armor passives like you noted. Also resupply to 10/10 not 8 with the engineering kit is probably a miss on their part.
It would be interesting if the knives were electrified and could stun individual targets if left alive. They could arc between multiple knives to make up for the lack of crowd control.
Sounds like the electro pistol thing in Generation Zero and I would find that awesome xD
@@im3phirebird81 My thoughts were leaning towards the electric bolt from Deep Rock Galactic
They should allow it to be picked up
Yes, Knifes should be able to be picked back up and use melee with them with bonus dmg.
Wait how many knives does it take to kill a Stalker? They weren't mentioned in the damage breakdown
They should absolutely make it so you can melee with them whenever you have it equipped
"The enemy can't press a button, with a wounded hand!"
=) Knives also have the hidden bonus of "Coolness + 3"
Stay crunchy
They have already mentioned not only the idea of picking them back up but also using them as melee but nothing stuck well in development. To tell you the truth I'm not surprised I play hunt showdown and to this day you still lose knives or simply lose the ability to pick them up when by all rights you should be able to
There is...the third option DRG make them hit REALLY hard
you can die from your own knife, today i found out and luckily i recorded that
does anyone else think the knife should have been a melee override?
Looks like it does more DMG than the purifier after the buff 😅
250 standard 100 durable. So yeah basically identical damage to purifier.
@@berserkerpride Except Purifier some how can't one shot warriors in the head.
@@-nyon-6108 Probably because the explosive damage gets transfered to the main body. Most explosive damage redirects to the main body health pool.
Picking up missed knives is Apparently lost technology!
You can equip and aim with the knife by pressing 4 on PC
"But what kind of madman would actually attempt to kill a factory strider with throwing knives"
a true and patriotic helldiver
Finally. A stealth weapon. We need more of these.
If you could pick them back up they would absolutely be worth considering for regular use. Otherwise I guess they are fun for a change but hard to take seriously when compared to grenades
They should make it where if you hit something with the knife it would have an electric discharge and deal extra damage to the hit unit causing stun too.
Anyone else noticed that the recoiless got its reload speed nerfed..?
Heat planets nerf everything by 2.5 seconds
Cold planets the opposite. Faster by 2.5 seconds
@@BloomsArchitectNo cold planets slow rate of fire and hot planets increase heat buildup
@@BloomsArchitectyeah but that only applies to laser weapons right?
@@AceKing1428 that is correct. I got it mixed up with Quasar Cannon cooldown
it would be cool if by hitting the grenade button once you pulled out the knife and could then melee things for massive damage (like plunging the knife into the enemy, using the knife) or throw it normally. also we need a massive damage buff and literally like 3x the number of knives or let us pick them back up
I think the best balace for using throwing knives, is that you can pick them back up only if they bounce or make their way to the ground. If you throw a knife into an enemy and it deals damage, you shouldn't be able to get it back and need to resupply
charger legs armor inconsistencies has been a bug since release. All weapons can shoot charge legs when they are charging inconsistently. larger projectiles are much more consistent at bypassing the armor.
The knifes vs. heatsink testing is flawed, they updated the heat syncs to account for the direction in which the attack comes from. You should redo the test to see if there is a difference or not since they did put it in the patch notes, love the videos!
Meanwhile DRG has throwing axes that are incredible and probably drillers best throwable. Cause they do huge damage and have a little shockwave
It just occurred to me that if you reload a lot this is actually pretty good. A nice "SWEET LIBERTY" weapon when you need to reload everything. "me with my plasma punisher, revolver, and autocannon." It may also be pretty good with the blitzer to give you something to use between reloads.
To be fair, so was the grenade.
A good idea would be to make knives deal more overall damage and add a synergy with armor: +1 AP while you wear servo-assisted armor and +50% dmg while you wear peak physique armor. That'd make them at least somehow useful in right circumstances. For now - it's just a meme, like a revolver had been before it got some love with loader and damage buff.
Honestly, Viper Commando Warbond is awesome. Textures and armors look cool. We got new emote finally. The new armor perk is amazing (try it with something like Dominator, AC or HMG). Carbine is CQC monster and awesome against bugs. Bushwacker is just pocket sawn-off shotgun that melts even Berserkers and would probably fair well against Stalkers (didn't play bugs with it yet). Finally, while the knife is a bit niche, it's a massive game changer for stealth players of which there are some. You can finally take out some stragglers silently. It seems to even one shot Devastators if you hit their head which is good.
The sawn-off absolutely annihilates stalkers, you gotta try it
The bug with the resupply is still present so maybe when that is fixed we will also get full knifes with a supply pack
We need to be able to pick them back up and also used as a bayonet on our primary just like on HD1...
Definitely need to petition Arrowhead to allow us to do melee attacks with the throwing knife. Would be great for stealth.
Should have been made into a meme weapon can pen and kill anything in 2 -3 knives as it has zero utility and you have to throw them
If only we can pick it back up
It seems that, at least for now, the knives are not a practical option for missions above difficulty 3.
I’m not opposed to a single-target throwable, but it needs to be surgically accurate and an instant kill for the vast majority of enemies currently in the game, just to be a decent alternative to the more versatile grenades. Even after that, it would have to be a very specific build that works in tandem with a varied team. One can already feel the loss of destructive potential when wielding stun grenades, and even those make up for it with their unique ability and surprisingly easy cooking.
The crossbow, the Purrifier, now the throwing knives, I don't understand how they can be so consistent about adding cool looking weapons and making them horrifically disappointing.
i think they should keep the damage to the charger. that would be a fun little bonus
I need tactical tomahawks, and they need to make them both usable in melee, giving you the dmg buff. Also, the muscle enhancements should do what it says it does and buff it more...
There's a ricochet icon!????!?! I have never seen that pop up ever, even if my shots are ricocheting off something and the animation of it doing that is visible.
The knife is cool and I'm sure a good diver can make it work. But it needs some serious tweaks. You should be able to both pick them up and use them for melee. Also if an impact can do so much a knife can't the knife needs to be really good at what it does. I feel like it should sever most limbs with one and kill up to a hive in one shot. devs and broods in two. It has to really stand out as it isn't killing any heavies or taking out and infrastructure. It also can only kill one at a time and it needs to do that really well.
Never have I been more disappointed in helldivers 2 as I was with the knives. I wish it was a secondary weapon with triple the ammo and a bit more damage. Taking a grenade slot for this trash is just…
Also please let us pick them back up and deal more melee damage while holding them.
Having it be a secondary would have been so much better
Realistically tho, what more do expect them to be able to do with throwing knives.
I mean, if it was a secondary weapon it'd just be taking the grenade pistol slot instead...
yea i agree, let it have a melee option and make it one or 2 shot brood commanders
The not letting them be used as a melee damage thing is crazy
I think Striders in particularly are bugged out. my Dominator is being very inconsistent when trying to take them out
Yeah knives need a buff. Pick up and full re-stock on any ammo box pick up. Even if you had infinite ammo with knives they wouldn't be op.
The should make the knifes totally silent so it’s picked more for solo missions. Also letting you kill devastador 1 shot if you hit the head.
It does seem to stagger the berserkers in the final clip! Not bad.
So I knife can penetrate a bile/nursing spewers head but not the bullets from my stalwart…ok
Got that nano thin edge on it. The handle is the only thing containing the power to split the planet in half.
yeah good idea the knife should do zero damage as all enemies have futuristic carapace and armor
they should make you lead designer
The charger is not a bug, the AMR has armour pen 3 and it can hit the legs. The legs have lower armour pen than the face.
However pretty sure the AMR takes more shots.
I feel like since this is a one enemy type throwable it should be a oneshot for any enemy you can hit in the head whos armor isnt strong enough and to balance it make your restock only give you 2 or so knives so you cant just oneshot every enemy as long as you can scavange enough.
Or let you reuse knives from killed enemies who you hit with no damage change.
The fact that the Viper Commandos armor from the same pass doesn't buff the knife damage is kinda lame and a weird L, honestly they really need to have a higher ammo count or more utility if they can't be use to take our bug holes/factories
Would be nice to pick them up after throwing, and being able to use them as a melee weapon
I was really hoping you would be able to melee with them with the gun equipped for bonus melee damage
Ayo, 11 charger back shots is crazy
I never expected the knife to be good. It's a meme weapon. A movie reference. However, I do hope that if melee gets added (which is going to take a fair bit of time, I'm assuming) that the knife gets moved to that category and becomes more useful
I think the knife is supposed to help you defend yourself against single targets in melee range because of its huge stagger. You melee an enemy to get a small amount of space and immediately follow up with a knife and this prevents you from killing yourself with, for example, plasma aoe or igniting yourself with the Scorcher. Pair it with the grenade pistol to plug the hole in your base kit and now all you need is something like a recoilless for tanks. It's a tough sell to try and say that something is "good, actually" as long as you use it with items from two other warbonds and totally shuffle your kit and relearn how to play with new quirky stuff, but it is what it is. These knives fascinate me because they appear so useless at a first glance, I feel like some part of me has to know what the use case actually should be.
Also the fact that this knife has no melee attack is fucking bogus. That should really be fixed.
Feels like knives should be a secondary, instead of using grenade slot
Or a primary! If a helldiver can carry that massive autocannon backpack full of ammo, they can damn well carry a huge box full of hundreds and hundreds of knives.
what they *could* do (aside from having servo assisted armors actually make the knives deal more dmg) is if you actually select the "grenade" slot, the diver pulls out two knives at the same time and throws them out quicker in sequence. So in other words: MUDA MUDA MUDA MUDA MUDA MUDA MUDAAA
Whats funny is the frag grenade has the same pen as the knife. Im not sure which is worse, to be frank.
Sometimes it's okay for something to not be as efficient as a grenade. Sometimes, its okay if it looks cool and is fun.
Well one out of two ain't bad I guess
Two things that would've made the knife better in my opinion:
1. Make them reusable.
2. Do extra melee damage when equipped.
Besides illuminate possibilities with these, this makes me sad. I was hoping since the armour passive was melee dmg that the knife would enhance melee. Or at the very least we could pick the damn things up.
Mabye one day...I just want it to replace my hilt bash with a face stab, is that so much to ask :(
At least the bushwacker is pretty sick.
I hope they give us like 25 knives so we can go completely silent or something, a knife only run would be sweet
Also we should be able to equip it as a ‘melee weapon’ for increased melee damage
I used a new armor set last night and the 50% melee damage increase wasn’t really noticeable. With a knife adding another layer to that though, I could see it being better. In a game that punishes you for being close to enemies, I don’t think it would be OP for them to give us viable melee options. Hell, I would love a primary gun that has worse stats than the liberator but an axe bayonet or something for a massive melee boost.
I just dont know why you would ever pick this over either impact grenade.
Stealth takedowns.
@@carolthepyro899 Evidently they are bugged for stealth, too
Great video