Music in the video is from Unreal Gold - Hub 4 (Fourth.umx) Update: The recent patches have addressed numerous issues, explosions were apparently hitting the player and exosuits multiple times, the ballistic shield was increased in size and it seems to no longer gets dropped upon being ragdolled by an enemy, it's still not perfect (doesn't seem to work with melee) but it's been a major improvement against bots Armor was also slightly buffed, and it definitely feels like an improvement even if it still doesn't act as in depth as HD1 armor or enemy armor Unfortunately helmets seem to still be broken as of patch 1.000.201
big problem in helldivers 2 is that armor dosent protect you from headshots. and especially bots aim for your head, wich means even with the 200 armor you die just as fast once a rocket hits you in the dome
Yeah, and if you try a thematic loadout like Heavy Armor/Extra Padding/Flame Thrower, hunters will just pounce through the fire, hit you in the head for 70% of your health as they come down and also ignite you because they're on fire. This can kill you in a matter of 1-2 seconds if you don't dive to put out the fire. I do not know what having a separate head armor hitbox adds to the game, beyond inconsistency and frustration, considering all of the drawbacks of heavy armor. I can barely keep up with my team, and when I finally catch up, I die in two hits from mid-tier enemies? Terrible design choice imo.
If that's true, I personally think they should remove the ability for enemies to deal headshot damage. Headshots are meant to a reward for being skilled, dealing more damage to the target in exchange for being able to land a shot on a smaller target. To the player however, it's effectively random, and not something you can prevent, and only leads to the feeling of inconsistency.
bigger issue I'd say is the bugs if they do close in all their melee attack go from overhead so they're really damn likely to crit which full on ignores whatever armor you have so you die really damn quick and those hunters aren't helping with their slow, their speed and their amounts
Heavy armor should act like actual armor instead of just damage reduction. When I shoot a charger, my bullet bounces off. It should do the same with heavy armor.
And/or have heavy armor get immunities to poison slowdown and critical damage. If the heavy armor prevented you from getting poisoned or one tapped by missiles, people would have a reason to use it over the light armor. You'd get the choice to run shield generator/light for that sweet movement speed, or heavy with an extra stratagem slot and the ability to use something like the autocannon or recoilless without putting yourself at risk of an enemy's Rapid Onset Death Spiral
You can eat a chargers attack much more than other classes. Though I understand wanting passive poise/anti stagger on a heavy armor. It would make sense. I would hope.for 300-500 armor points to justify the lower speed and stamina.
well the difference I believe is that helldivers armor is like a soft armor, so it will absorb bullets, while a chargers armor or what not, is a hard shell, not absorbing bullets, but bouncing them.
Shoutout to the TD Bastion from Helldivers 1, a literal tank destroyer that basically sneezes on anything that hits its frontal armor, and being entirely immune to small arms fire requiring cyborg autocannons to even damage its sides or rear That thing was a beast, but required good coordination as the gunner and driver needed to work together. I loved that thing, hope we’ll get something like it in the future
I’m sure they’ll make it die to three frag rockets from a devastator and the git gud crowd will be jerking themselves off about how “realistic” it is that it is crap because we are “underfunded” or whatever cope they are using. Salt aside, that sounds sick
@@Better_Clean_Than_Green don’t get me wrong, HAV is great But I love my tanks, and being able to turn on a dime makes the TD a lot easier to handle imo
True but at the same time, Helldivers 2 doesn't exist in a vacuum. They have the experience of the entire first game. But credit where credit is due, being in 3rd person changes large parts of the balancing.
yeah but you can tell that the weapons have not been play tested at all or by someone that has either no clue what he is doing or only play tested them at difficulty 1.
While that's true I don't think it's a fair argument. I never played Helldivers 1 but I've talked to some folks who played a lot of Helldivers 1 and it seems to me that they pulled an RPG, it's like your character loses all of their abilities in the second game despite learning them in the first game. While I love Helldivers 2 dearly I think it's a bit disappointing things like this aren't in the game from the beginning.
If they're really dead set on not making heavy armor tankier than it is, then ragdoll resist like you said would be a nice addition. Alternatively, allowing heavy armor to have 2 passive boosts rather than just 1 could also be nice, especially if you could mix and match.
More passives, immunity to ragdolling.. A very big one would be simply making the heaviest armor immune to poison and critical hits. No more one shots from stray missiles, and no more stim lockouts and slowdowns by hunters and stalkers. That alone would give a VERY good reason for people to consider using it over light armor. Light armor necessitates the shield generator pack, this would free up that stratagem slot and enable you to carry more firepower.
@@krel7160 I am firmly of the opinion that crits/headshots and being staggered out of stim animation (NOT ragdolling, just staggering) shouldn't even exist, which would already help heavy armor more than light since you get hit more and can't escape gunfire nearly as easily. I just don't think even that as a system wide change would be quite enough.
PSA: blocking chargers with your sides does not work as well as people think. Chargers have two charges now, the old one and the runup with claw melee. The old one isn't that bad even if it hits you straight on, it pushes you and does negligible damage. The claw charge will wreck you no matter where it hits - to stop this one, you need to slam a rocket into a charger to stun it. This can be done at even point-blank range, you need to be less than 5 meters from your own rocket impact to be damaged by it.
@@northerntoeThat's still mixed results sometimes, as I've more than once dodged to the side only for the charger to skid to a stop instantly, turn, and slam attack while I'm still getting up.
If your exosuit melee stomp is working for the match, that's another incentive to take it on the front when you're out of rockets. Just gotta hope it doesn't do the charge crush attack like you said.
Yeah I love when they tokyo drift into me and pull off a heavy attack; it looks like a bug to me if im being honest. at least im now use to turning sideway to sac an arm instead of the whole mech
In the first Helldivers, we could call in stratagems while piloting mechs, but we can't in Helldivers 2. Pretty bummed about this. However, I noticed that there's a rectangle on top of the mechs in HD2 that might be implemented later on so I've got my hopes up.
fair points but you can tell the devs are trying to slow trickle content to keep people coming back instead of giving us all the options at once. although the CURRENT balancing still needs more consideration.
Armor rating needs to just be more impactful for the amount of slow down it brings imo. I only ever bring heavy armor on eradicate missions right now because you don't have to move much there anyways. For anything else I still prefer light armor. For bots I bring one that gives me explosive damage resistance or stealth, and for bugs I bring one with extra grenades. Everything heavier just feels like it slows me down too much.
@@ahzidaljun Tissue paper? Against bot's AT rockets that they fire in salvo? Yeah. Against MASSIVE Titans or Acid that was explicitly mentioned that it even eats through metal at terrifying rate? Yeah. Anything else? They can tank rounds for minutes. Even Chargers', well, charge can be blocked a few times and you CAN two shot them with the stomp into their legs
@@Aurilion44they’re not AT rounds bro, they’re firing anti personnel frag rockets, you can see the fragmentation . It would literally tickle a modern day tank. Our mechs should only take damage frontally from cannon fire from the bots, so hulks,turrets and tanks. Realism argument aside; In terms of game balance you could literally make the mech immortal if you wanted and it still wouldn’t be crazy OP because it has limited ammo, massive cooldowns and takes up one of your stratagem slots. As of right now the mech blows up if you stand in a blue flower or turn and shoot a missile at the same time due to a glitch. So yes they should be stronger. And if you think they’re fine, go run a helldive with them against bots and report back
@@Boamere HEAT also fragments. Plus, yeah against bots they are weak. Against bugs they are incredible. You can also torso twist and block with more armored sides and they DO block most small arms with the exception of cockpit. Also they weren't supposed to be durable. First game players can attest to it. They aren't MBTs (those will come). They are IFVs and Gun Carriers and last I checked even 40mm grenades and 20mm chainguns can disable them with good hits
With the very clear focus on Coop actions and helping directly, I think we will see a form of repair kits and Healing guns as right now we have the ability to Stim allies
@@speedyazi5029 i wish stratagems were stronger and there were variety in maybe maps and enemies so then people werent pressured to run so much anti tank First game could have 2 people dedicated soley to anti tank, then 1 support, 1 add clear or area denial kits
Once you start to understand the headshot multiplier that reared its ugly head in the recent patch you begin to realize that the ENTIRE armor system is fundamentally broken in HD2. Like it's legitimately a HELLBOMB sized issue that can break the ENTIRE game if handled in the wrong way and the devs actually have this looming over their head. It's too long to explain in a TH-cam comment but just understand that the ENTIRE armor system in HD2 is held together by duct tape and gum and is actively falling apart.
@@letzplayosaurus mobility is game changing in this game though. So the lack of mobility on heavier armors with little upside seems not worth it at all.
As it currently stands, heavy armor isn't that great for bug missions. Speed is survival in bug missions, so if you can't get away, the few extra hits heavy armor allows you to take will only delay your death. Or not do anything at all if it's an instant kill from stuff like bile titan spit that you couldn't get away from. Bots on the other hand are a different story. I take heavy armor there, because speed is not as key of a factor, and it has saved me from getting shredded by heavy devestators many times so far. Although I still wouldn't say it's good for anything with rockets. There's also the added downside of not being able to run away from scorcher hulks, as they run just as fast as you if you're wearing heavy armor, often dooming you to a fiery fate. However, as it stands, heavy armor is pretty weak and not worth taking over medium or light, as it doesn't offer enough protection against them. Not to mention the staggers from hits and headshots absolutely destroying any advantage you could get from wearing heavy armor. Stamina is such an important resource to heavy armor players, so the fact you lose a good chunk on getting hit is devastating
in a story telling way, this may just the start of the war which we were not prepared in the beginning but we responded instantly, as some of our planets are researching new stratagems for the war, we'll slowly grow stronger and stronger, of course. It will be expected that the enemy may also grow stronger. If we lose.
@@tssuper1613 That's a good point yeah. humanity was not prepared to fight a war. Most of the defenses we find ln planets that have been overrun are the occasional radar, artillery, or sam site. But none of them are wel fortified at all, often in exposed locations, and yet also completely static. That goes against every bit of sense in modern warfare. These things need to either be hidden, fortified, or mobile. And also a complete lack of any kind of proper infrastructure further betrays how under developed these worlds are. There aren't even any dirt roads. It kind of makes me wonder how super earth would actually look like on the ground.
@@sarbe6625 Most probably Super Earth would be the most developed world out of the all the other planets. It could be my guess but I think the planets closer to Super Earth may have a better developed defense and cities, better infrastructure. Probably also if we lose enough worlds for the invaders to get closer we would see those. But the further from Super Earth, the less developed or useful planets are or are only used for resource gains & research purpose with no intention of truly living there. Though there is a chance some of the furthest planets may have some better civilization planted but we would need to first liberate the planets we have currently to get to them and see how those ended. Unless because of the invasion and war this were destroyed to the ground or were used for the nests/automatons generators. Well! The case is, we will have to fight, win or lose to know what's up in certain planets to know the truth. But I don't think losing to Super Earth grounds will be possible for a very long while. Unless...?
Yeah im also waiting for armor being more "tanky". Like difference between 50 and 150 isnt super huge and unfortunetly it seems that in many cases speed and mobility is the king here :/ Being so slow really need to give you more chances to survive in return. Also some armors are silly with 129 armor which doesnt even make much difference. Seems each 50 armor is like 1 smakl bug hit so :/ 129 makes no sense ( i think that rating has this white armor from supershop ).
More armor is useless vs bugs, but the heavy armor with explosive resistance can make you survive a stray rocket launch which I have found to be very useful against Helldive automatons. The Exosuit is also busted vs the bugs and almost immediately gets destroyed against the bots unless you have the big shield emplacement.
@@TheLegless101Yeah, bugs' melee attacks seem to have strong anti-armor properties. I noticed notable difference against robot bullets where I could survive entire firing squads. Also even without explosive resistance (I run stock helldiver armor) I was able to consistently survive rocket hits with about 10% HP left all the time. Rocket Devastators are still a huge problem because they send entire barrages. My modus operandi when I'm running with AMR is to IMMEDIATELY snipe their launchers off of their backs with one bullet and then just ignore them because just with their arm-gun they are weaker than even normal Devastators
Yeah I run 200 armor rating with padded bonus vs automatons but light armor vs bugs. The speed and stamina regen are way more important vs bugs as opposed to the automatons which hit you lighter from afar more often, making the armor rating important
@@Boppin. Yep, I kinda consider bugs to be like Tyranids from 40K looking especially at Genestealers. Even Terminator Armor (HEAVY power armor designed for survival inside of nuclear reactors...) won't help you against those claws. Same thing with Tyminids, but not as over the top. That is why I also run in primarily light armor, medium armor with padding (stock) or Democracy Protects ones. Their claws can just make short work of heavy armor and I think that's intended
Personally I definitely noticed a difference between light and heavy armor, and I do like running heavy armor with a jump pack against automaton. I just finished a couple of impossible mission with the heavy medic armor. The problem right now is that armor do not apply to the head, so if you get headshotted your armor does not matter. Bot try to aim for the head, but they don't hit it that often, so armor is still useful against them. Terminid on the other end tend to headshot you a lot.
Totally agree! I was hoping that armor would work similar to the first Helldivers, or even better: make some armor impenetrable against for instance low caliber rounds. I want to be able to make a Mandalaorian style loadout, and see as shots from the bots gets deflected on the armor. Considering it's a mechanic for enemies, I don't see why it's not also applied to the players armor.
They need to buff armour against explosions for the mech, that's for sure, they go down too fast. Also I agree that we need more options to develop a tankier playstyle, they need to differentiate more regarding protection values between light, medium and heavy armour
My theory is that they were going to do that when they were mentioning buffing armour before it was fixed. But some head dev saw how brutal the game was like this and decided to keep it similar. Not that I agree with the decision
I feel that a large chunk of the armor/shield/tanking changes are mostly due to transitioning from a close quarters top down shooter where everything happens in one plane to a third person shooter where you're fighting at hundreds of metres. Being a walking brick makes much more sense in the prior, as dodging/avoidance is more restrictive, bullets are larger and your teammates can genuinely stand behind you and use you as a shield, what with you taking up a good percentage of the screenspace, unlike in HD2, where even bulked up you're a tiny blip space-wise at most
Map design has also impacted this. It was a lot easier to create bottlenecks and defensible positions in the first game. Now however, it's incredibly easy to get blindsided by enemies due to sheer scale. Not to mention they've had fun with the increased range of motion, adding enemy mortar fire from both bugs and bots. Long range cannon watchtowers, eyes of sauron, etc. All have impacted our ability to tank damage. Heavy armor will never fulfill the role it used to, it barely was worth taking even in the first game honestly, but it still needs an improvement now to make it feel good and worth using.
That doesn't address the fact that Heavy armor is just flat out bad in Helldivers 2 though. If they don't want us to be as tanky, that's fine, but if that's the case don't make speed and stamina take such a drastic hit when wearing it. It's the huge disparity between heavy and light armor balance that is the real issue here. There is no justifiable reason to ever take anything besides light armor, which renders 66% of the armor options obsolete (technically way more than 66%, I'm just lumping them by categories. There are actually way more medium armors in the game than heavy and light combined, so really light armor makes up for less than 33% of the options)
Technically youre right but one thing that stilll exists is being able to pull agro. The tea might not be able to hide behind you but they can still reorganize and get strategems down
I don’t get how they fucked up armor. It’s literally changing a number value. 50 armor should be half as strong as 100, 200 should be quadruple as strong as light 50-armor and resist 4x more impact/hits. It’s really not rocket science and I’m perplexed by how Heavy armor still feels fragile as hell. “Oh I resist one more hit now? That was really worth sacrificing half my mobility for.”
I've found that one of the more effective ways to tank and soak damage is by using one of the Medic suits that give +2 stims and +2 seconds stim duration. That extra time in stim is amazing for shrugging off smaller hits that won't one-hit you, and can even soak up a ton of bile spit with the rapid health regen. It's very much a lifesaver in many situations, like when you're surrounded by hunters and just need to live for a few extra seconds while constantly getting hit/ragdolled.
Medic armor is my go-to when running solo tbh. Going from 4 stims that heal 4 seconds each to 6 stims that heal 6 seconds each is huge; if you need to stim your way out of a tight spot that's 36 seconds of healing and infinite stamina vs 16 seconds. With friends I take the +2 grenade armor and stun grenades so everything from bot drops to Bile Titans stand and look at the pretty stars instead of trying to kill us.
They need to give helmets some smaller perks or at least headshot resistance coefficient or something :D Also I would really love to see armors having some sort of POISE or posture or whatever stat that would reduce the stagger from smaller attacks. I get that it makes sense to be staggered by a rocket to a face, but when smaller shits swarm you, stunlock you and then headshot there is no heavy armor fantasy at all then :D
Extra intel on the exo : like the hulks, the arms of the exo can be destroyed ! Meaning recieve a wong hit and say goodbye to half of your damage. There is also a melee mechanic but i'll be d*mn if I ecer find whick key is suppose to make use of it. Finally, recent leaks showcased amongst other things an Auto-canon mech painted in bright orange, so my guess is that vehicles will be customisable at some point... Maybe.
@@sirjazz1268I just managed to somehow still stomp with it by pressing F (the default) despite have it rebound, it seems very inconsistent on when it wants to work lol
The issue with how mechs die to rockets is almost more of a problem with the rockets themselves. They're a gameplay feature that is often unavoidable because a far off enemy launched a perfect rocket that nails you across the map. I'd like to see it change so that the rockets bring you down to low health but don't instakill you. It's really annoying being practically forced to take the bubble shield on automotons because of missiles. I think maybe they should decrease the accuracy on the enemy rocket units if they don't want to change the damage. The big issue ends up being, it feels very unfair to die to a random rocket that half the time may not even have been meant for you. It just really throws a wrench in the works because the only thing you can do to solve it is bring the personal shield.
Nobody’s “forced” to take the bubble shield. People forget this game’s basically a 3rd-person roguelite. It’s MEANT to be unforgiving, hence General Brasch literally telling you in training “Squadmates will die all the time”. People need to stop dying on Helldive and calling for massive changes because it makes average medium matches extremely easy.
@@roguedoge2479 This is not about dying once, this is about the hundreds of deaths I have had due to rockets specifically. It's very similar to snipers in other games in the fact that it's extremely difficult to do anything to protect yourself if you're not actively watching every unit with a launcher. Which is literally 80% of all small units on difficulties 7+. The only reason they have other units is cause rocket units can't call reinforcements. And to clarify, I'm fine with dying if it feels fair, but when has a rocket appearing out of nowhere and 1 tapping you been fun?
@@roguedoge2479 General Brasch literally telling you in training “Squadmates will die all the time” And you proceed to instantly say people need to stop dying on helldive. Pick a side
@@roguedoge2479 This is not a roguelite at all. The term has nothing to do with this game. Also, you just contradicted yourself, because you said it's meant to be unforgiving and yet also "people need to stop dying" so... which is it? The real issue here is this. It's not simply unforgiving, because unforgiving games can be quite popular, or have you been living under a rock? It's that they have completely invalidated 4/5ths of the choices you have to take because yes, you ARE forced to take the bubble shield. Saying you aren't is peak cope. You can take something else, but you can also enjoy being turned into paste from an attack you not only couldn't see, but couldn't hear coming and had no idea was even on the way to delete you. Which if you had a shield, you'd have a brief moment of "oh shit!" to take cover. The game is deliberately unfair in a way that isn't funny, isn't fun and isn't good for long term life. The fact that it's a dice roll if you get domed twice in a row from across the map or if one acid particle touches your foot after you dove 5 minutes ago to avoid it causing you to implode into a cringe singularity isn't fun. 90% of the enemies you face can instantly kill you in some way or another and the only option you have is to kill them extremely quickly or run fast to not be where they are. Anything short of bouncing rounds like HD1 would make the loss of speed and stamina utterly pointless and a waste of time. And we know that's never going to happen, because the devs like watching people die to stupid shit all the time. It's funny the first 5 times to get rapidly disassembled from across the map or two tapped by a hunter faster than you can dive in reaction (Because latency means you are already dead on the hosts screen, so diving doesn't do shit) but after the 50th time, it gets real old, real quick. Even in roguelites cheap deaths are hated, so even if the game was one instead of the "standard" extraction shooter it is it'd still be a shit choice to make everyone so fragile.
I have a feeling all this meta stuff will be added later on, they're basically just expanding the beta right now, when the third faction gets added we'll see more ways to distinguish helldivers methinks
A single contact grenade can take out an exosuit :(. Or maybe it's 2. I was throwing nades at a fabricator and a friendly suit walked past it and immediately exploded from the shrapnel from my nade :')
as someone who didnt even know HD 1 was a game when hd2 came out, it feels like their trying to keep the items balanced, leaning on the side of weak, so they dont create a meta based around having the most armor, but it feels like their gunna listen and buff it ina coming patch
meta in the first game was running stratagem cooldown reductions or sprint boosts to move quickly, 2/3 factions didn't care about damage resistances and you needed a pretty specific setup to have heavy armor be this strong vs cyborgs it's clear they simply didn't have time to properly balance out the armor values, I'm sure they'll figure it out
@wulfrayne849 i see, and its not clear thats what happened, whatever team that tested it could have thought the armor was balanced, or any number of things,
I love comparing a game that has been finished for years with one that recently came out and still needs most content added. Really fair and well thought out comparison
@@Naruhiu no, but a friend of mine has and this was his experience. It’s stupid to compare a finished game with one that has just been released. It’s like comparing the latest version of Minecraft Bedrock with the very first patch version of Java Minecraft and then complaining about the lack of content in the Java version.
You do realize I'm comparing content that is returning from the 1st game, yes? I do mention the lack of healing/repairing stratagems but the main thing shown in this video is how resilient you used to be in heavy armor with the front shield, which by the way, both shields in the 2nd game share their names with the ones in the 1st, which I'd assume means the ballistic shield is meant to replace the front shield I was showing off I have no doubt the developers are going to update the game to add more tools and rebalance things, but I don't think there's anything wrong with comparing what's there and give feedback just because the game is new
@@wulfrayne849 fair, I’ve just seen so many people complaining about items not working as well as they thought or about what the game ‘needs’, it just comes off as ungrateful. I’m not saying that is you, and you do a good job comparing between the two games, but it doesn’t seem fair to compare a game that is just a baby to one that has a lot more years of content. I feel blessed to have so much free content being released so quick, it really makes the game exciting to see the war constantly changing. We might get a lot tankier than the first game, who knows? Especially when they are teasing melee weapons and you would think that you would need to be pretty beefy to survive combat in that playstyle.
@@Neockoen oh no, the game is amazing, I'm always excited at everything they announce and I'm super grateful at how much work the devs are putting into it, these videos are never meant to be a "this game bad, first game good", simply comparisons and feedback, I want the game to be as good as it can get
I think aside from a damage resistance buff, you should get hyper armor or resist the ragdoll effect. No point in tanking when you know you’ll get sat by a rocket raider 100m away then die to anything else
Gen I helldivers = More like Spartan II's with more rigid and dangerous training and probably augmented in secret Gen II helldivers= More like Spartan III"s with less dangerous training and less modified than the previous generation, but more numerous and cheaper to produce
the dev probably going to add more of this later on if we as community ask for it. the massive move from top down to a 3rd person shooter changed a lot of things+
The fact that a scorcher can 2 shot a mech is wild to me. It also sucks that rocket Devistators can drop you in one volley. Considering how many Devistators there are and how often they shoot their rockets, Mechs feel like a gamble vs bots, which feels pretty awful for a 2 use strategem.
The large amount of crowd control and increased lethality of HD2 to HD1 I think is why we see the shield backpack being so meta even after the nerf. It needs more tweaking for sure.
I wish there was some way to rearm and reload the mech. Perhaps adding the occasional optional objective on the map in the form of an ammo dump with the facilities to reload mech weapons would be a way to extend the usability of the mech without being too over powered.
The mechs are designed to help clear a couple of objectives or enemy bases and then moving on, if you want an extended use you'd have to coordinate with your team to bring multiple (or bring different types of mechs once more are added in), if you could just rearm them everyone would run nothing but mechs The real issue with them is how little resistance they have to explosives, acid and heavy melee hits with a lack of stratagems to repair them, making an already disposable unit sometimes explode before you could even achieve anything with it on difficulties where explosions and large bugs are plenty
I didn't play the first Helldivers, but having a front-facing powered shield as a support option on a gun like the Helldiver in the video had, would be amazing.
I think preventing stun, ragdoll, or small damage would need to go away if theres more than one happening every second. So you can be immune to one little scavengers attacks at first, but if there are two or if you stand there and let one combo you, it should start to penetrate.
REP-80 plus my wife in a Stomper was our go-to for Retalitory Strikes and a lot of missions. I miss recreating Meet the Medic but for Democracy fr, BRING THE MEDIGUN BACK.
Yeah i agree heavy armor needs a buff or a few, less flinch on hit would be a life saver. on a side note it's extremely annoying that we can get headshot by melee or in general tbh, i never noticed it before they fixed armor was it always there?
I feel like helmets should give some form of protection, considering that would be the reason to wear them in the first place. Doesn't have to have individual stats for the moment, but I'd really like to not get critical headshot by my laser drone.
Hopefully the game gets updates to allow for more different and "direct" playstyles. As of now, it seems more tactical approaches are incentivized with stealth and greater need to kill enemies more quickly in almost similar fashions.
heavy armor at the moment is definitely a good survivability boost but it's far from enabling you to play a different role in the team, as shown in the video the closest I've gotten to face enemies head on is the ballistic shield + 200 AR and it's far from ideal
@@wulfrayne849 maybe one way to go about armors benefitting to different playstyles is allowing stratagems to influence a build. Maybe an exoskeleton that lets you move around with extremely heavy armor at the cost of being a slightly bigger target and flat amount of speed. Basically a mini mech but you can still use your weapons
Really hoping that we get some sort of upgrade or customization options with armor and weapons at some point. Would love to have different preset armors that are meant for different roles. Tank and medic for sure, would be nice to be able to heal teammates.
The fact the bots just become more and more rocket launchers as you go up in difficulty is probably the biggest issue with the game. Explosives are very powerful with ragdoll effects and even the mech dying to them easily. So fighting bots and even the small bots are armed with these one-shot cannons it’s just a pain
Less stagger while wearing heavy armor would a nice change. Ticks me off to no end when fighting the bots that the instant I peek out of cover to line up a precise shot on a hulk's faceplate with an autocannon, I get randomly popped out of nowhere throwing off my entire aim and I repeat taking cover, wait out the hulk's volley, peek, and line up a shot again. Stagger becomes more detrimental to you, depending on your weapon's handling and how long it takes to steady it. Moving slower means your character weighs more, so the distance you rag doll from an explosion should be smaller and the stagger from enemy hits, especially the more minor ones, should be less.
Currently, the best you can get is Shield Gen, Heavy Armor, Ballistic shield +SMG/Sidearm. And there's still a decent chance you get one shot after shield gen drops.
the game takes place 100 years since the first galactic war, my guess is we haven't been at war for a while and we're rebuilding all our war assets (hence why we had to protect the exosuit factories) but as far as equipment being weak goes, I think that's just the devs not having had enough time to playtest and iron out the armor values
I got the armor from the superstore that looks kinda like the EOD suit, and when I first got it I felt like an actual tank, and not an actual tank as in "big slow but slightly less likely to die," I was an actual tank as in Chargers are envious of me, I could get knocked around for a bit by chargers and be fine. This was less than a week ago.
Honestly I'd love to see ways to repair and _especially_ resupply the mechs. Also the rockets not randomly exploding in their tubes for no reason would be a nice fix.
@@roguedoge2479I really do not see why not. The game is very much focused on teamwork, so it would be very much in keeping with the theme to let teammates actively support your mech through their own stratagems and equipment.
So something that people seem to overlook when comparing shit to HD1, seemingly intentionally in order to make their argument better, is that HD1 IS A VERY CLOSE RANGE GAME. You are very limited sight of enemies, enemies spawn reinforcements very close to you, while you can shoot enemies off screen you can't exactly see them, and the maps are much smaller. So OF COURSE they aren't going to make people as tanky and vehicles as tanky as they were in the first game since the distance you can easily kill enemies in HD2 is basically the size of the entire map in HD1. Not to mention HD1 Mechs were a 1 and done. You got 1 mech and that was it for the mission. You get 2 now.
The range argument doesn't really make sense when the deadliest enemies are the most accurate, also *Because* the maps are so large heavy armor is even less appealing as it takes you longer to run behind cover, and you're going to be out of stamina more often, and your only upside is taking one more hit worth of a scavenger or low caliber bullet at 150 AR, 200 AR seems to make a more notable difference by letting you take 3, and even then it's not a huge one because we're still only talking about small hits On top of enemies in HD1 being much easier to dodge with their telegraphed attacks that mostly didn't track your movement once they started, compared to say, Shield Devastators in HD2 gunning you down with absurd precision until you're behind cover again or interrupt them
Basically 50 light armor is the base. So 100 medium armor should be twice as tanky. Then 200 heavy should be 4 times as tanky. Plus we need head armor if these bots are using a cronus. Heavy armor should negate goofy ragdolls like its freaking Garry's Mod. The movement in this game is too slow so we are forced to head on the enemy and mow them down. Translating HD 1 into a 3rd person shooter while keeping us slow and helpless with a inaccurate aiming system doesn't feel good. Make us tanky, is that too much to ask for Arrowhead? P.S. Scout parties shouldn't spawn out of thin air.
not taken off scour armour since the "fix" was in. the extra HP for 1-3 hits isn't worth 10 and 22% slower runspeed while also being unable to retreat from surrounds and ambushes.
It's hard to compare a game that was just released this quarter, versus a game that has like 5 or 6 years of post-release development and downloadable content, but I get what your saying. Things will probably come in time.
update on shield. Wrong about it with melee. The shield block is directional, just cuz you got the shield on does not mean it will block the attack you have to physically point it at the enemy to block it. It will half the atk dmg. If your facing lil terminids crouch so they cant hit your feet and you will be fine.
I've had multiple occasions of melee going right through it, if it does block melee from bugs it's still very unreliable when you can run other things That is. Assuming they didn't patch something and didn't mention it, I might have to give it another try, maybe it works now
I guess the devs don't really care about heavy armor. As video stated, having heavy armor with reduced explosive resistance does nothing, wou'll get one shot by a rocket anyway.
it seems to me they simply didn't have time to properly balance armor values out (hell, it wasn't even working on release), the game exploded in popularity far more than they were expecting and their priorities got flipped
Armor got fixed but still no reason to use anything but light armor unless for asthetic. The power of just leaving is very real and I don't see it changing much.
I honestly think one of the bigger issues is just that the direct damage from the acid spitters is far too high. How is a glob of spit from some bug more lethal than rockets from a terminator-esque robot? I feel like the intent was to have the spitters be dangerous in a support role, slowing and damaging over time to add pressure to the hordes of other bugs, hence why the higher level ones can also provide indirect fire support with the acid mortars. Instead they're basically the most dangerous bug in the game, especially since at level 6+ you'll often see 5 or more at a time, all of them easily able to kill you nearly instantly.
I think the real problem is the inconsistency in damage + how tanky they are if you do not have explosives The game will send entire squads of spewers which are easy to handle if anyone has a grenade launcher or enough grenades and stratagems I don't mind the acid being a scary thing you *have* to avoid, I just wish the hitboxes and damage were consistent (inconsistent damage is also a problem with Hulks that use flamethrowers), sometimes you don't get hurt that badly, other times you instantly die just by being near it, and then there's the times where the projectiles will phase right through you without dealing any damage
I'm hoping that Arrowhead will add more options as time goes on, and tweak armor as well. The heavy armor right now DOES provide more protection, but the fact that headshots damage is exactly the same across the armors, makes heavy a lot let worth it, because you WILL get shot in the head by the bots, and dodging attacks/running away in heavy armor is so much harder, which you shouldn't need to do as much anyways, because....heavy armor.
I have been saying this on streams and place faith things get better as a vet from Hell Divers 1 I really want to support again other than a bag carrier and loader Also headshots need to be addressed, I know it's realistic but a light trip and tumble or an attack from automaton or bug just ends you which to me is sorta fine but i feel is way too often especially with rag doll
Most games fail to make tanks feel like tanks or strong character in lore feel actually strong in gameplay Just look at ogran's from dark Tide can be pinned by a little dog even though they can drag a tank 🤡
Just about everything from the first game will be implemented down the road; they have little reason not to. That aside, it's way too early to do any shot calling for HD2. Thus far, it's amazing, but remember there's TONS of DLC that HD1 got over the years that made it what it is - HD2 just came out and is still trying to figure out overall balancing and whatnot.
im not a fan of the approach to balancing in hd2. it looks like they want to keep players weak and missions a constant retreat action instead of a pure horde shooter where you fight for objectives. if we somehow found a reliable way to use mechs then they'd nerf them same as they nerfed railgun and shield... but they don't buff the clearly underpowered options no ones using like rcr or spear. a lot of people won't mind but this really hurts the experience for me and my friends
In Helldivers 1, unnessecarly engaging the enemy rather advancing to the objective is the worst thing you can do since all players share the same screen.
it doesn't seem to affect it, but a shadow buff in the last patch made the cooldown shorter and momentum be allowed to be kept when jumping, meaning a light armor can give you crazy distance with it
They would have to find a way to make it so you had less ammo or did less damage, with no trade-off there would be no downside to running the tankiest armor with how the game plays now.
nah the meta of helldivers is just being super quick, not only you have to fight less enemies (the longer you take on a map the dificulty increases) but also you can abuse the stim so you cant die unless they oneshot you (something that is harder because you can move). The tank in helldivers is fun but its actually trash, you can still be oneshoted by explosives, fire or poison and if the enemie hits your head you can be twoshoted
Oh I'm sure, the last update fixed a bunch of issues with explosions vs players and the ballistic shield and it's actually been pretty fun to run, I need to make an update video on it since this patch fixed 2 of its biggest problems (the a-posing glitch and losing it upon ragdoll)
Music in the video is from Unreal Gold - Hub 4 (Fourth.umx)
Update:
The recent patches have addressed numerous issues, explosions were apparently hitting the player and exosuits multiple times, the ballistic shield was increased in size and it seems to no longer gets dropped upon being ragdolled by an enemy, it's still not perfect (doesn't seem to work with melee) but it's been a major improvement against bots
Armor was also slightly buffed, and it definitely feels like an improvement even if it still doesn't act as in depth as HD1 armor or enemy armor
Unfortunately helmets seem to still be broken as of patch 1.000.201
big problem in helldivers 2 is that armor dosent protect you from headshots. and especially bots aim for your head, wich means even with the 200 armor you die just as fast once a rocket hits you in the dome
Exactly
Yeah, and if you try a thematic loadout like Heavy Armor/Extra Padding/Flame Thrower, hunters will just pounce through the fire, hit you in the head for 70% of your health as they come down and also ignite you because they're on fire. This can kill you in a matter of 1-2 seconds if you don't dive to put out the fire.
I do not know what having a separate head armor hitbox adds to the game, beyond inconsistency and frustration, considering all of the drawbacks of heavy armor. I can barely keep up with my team, and when I finally catch up, I die in two hits from mid-tier enemies? Terrible design choice imo.
If that's true, I personally think they should remove the ability for enemies to deal headshot damage. Headshots are meant to a reward for being skilled, dealing more damage to the target in exchange for being able to land a shot on a smaller target. To the player however, it's effectively random, and not something you can prevent, and only leads to the feeling of inconsistency.
bigger issue I'd say is the bugs
if they do close in
all their melee attack go from overhead
so they're really damn likely to crit
which full on ignores whatever armor you have
so you die really damn quick
and those hunters aren't helping with their slow, their speed and their amounts
Lets be real when a rocket hits you in the face, you are fking dead, even If you re using a shield 😂
Heavy armor should act like actual armor instead of just damage reduction. When I shoot a charger, my bullet bounces off. It should do the same with heavy armor.
Thats what im saying. I loved playing fallout and having bullets richochet off my power armor
And/or have heavy armor get immunities to poison slowdown and critical damage. If the heavy armor prevented you from getting poisoned or one tapped by missiles, people would have a reason to use it over the light armor. You'd get the choice to run shield generator/light for that sweet movement speed, or heavy with an extra stratagem slot and the ability to use something like the autocannon or recoilless without putting yourself at risk of an enemy's Rapid Onset Death Spiral
Yeah honestly being immune to small bugs, bullets and slows would probably still not be better than being fast, but it would be really fun
You can eat a chargers attack much more than other classes. Though I understand wanting passive poise/anti stagger on a heavy armor. It would make sense. I would hope.for 300-500 armor points to justify the lower speed and stamina.
well the difference I believe is that helldivers armor is like a soft armor, so it will absorb bullets, while a chargers armor or what not, is a hard shell, not absorbing bullets, but bouncing them.
Shoutout to the TD Bastion from Helldivers 1, a literal tank destroyer that basically sneezes on anything that hits its frontal armor, and being entirely immune to small arms fire requiring cyborg autocannons to even damage its sides or rear
That thing was a beast, but required good coordination as the gunner and driver needed to work together. I loved that thing, hope we’ll get something like it in the future
Don't want to ruin this, but M5-32 HAV is better though, its cannon eats Warlords at breakfast💀
and for bugs, if you have a rep-80 guy on the outside, you could just go back and forth on brood commanders and make short work with them them.
I’m sure they’ll make it die to three frag rockets from a devastator and the git gud crowd will be jerking themselves off about how “realistic” it is that it is crap because we are “underfunded” or whatever cope they are using.
Salt aside, that sounds sick
@@Better_Clean_Than_Green don’t get me wrong, HAV is great
But I love my tanks, and being able to turn on a dime makes the TD a lot easier to handle imo
it was fiddly in HD1 compared to IFV, think it’d shine a lot more in HD2 where it can use its range and not alert literally everything :P
Keep in mind that it is after a dozen of DLC packs that Helldivers 1 became what it now is
True but at the same time, Helldivers 2 doesn't exist in a vacuum. They have the experience of the entire first game. But credit where credit is due, being in 3rd person changes large parts of the balancing.
yeah but you can tell that the weapons have not been play tested at all or by someone that has either no clue what he is doing or only play tested them at difficulty 1.
thats sick
@@SuperUnnamedplayer
It's a matter of economy, not experience
While that's true I don't think it's a fair argument. I never played Helldivers 1 but I've talked to some folks who played a lot of Helldivers 1 and it seems to me that they pulled an RPG, it's like your character loses all of their abilities in the second game despite learning them in the first game. While I love Helldivers 2 dearly I think it's a bit disappointing things like this aren't in the game from the beginning.
If they're really dead set on not making heavy armor tankier than it is, then ragdoll resist like you said would be a nice addition. Alternatively, allowing heavy armor to have 2 passive boosts rather than just 1 could also be nice, especially if you could mix and match.
More passives, immunity to ragdolling..
A very big one would be simply making the heaviest armor immune to poison and critical hits. No more one shots from stray missiles, and no more stim lockouts and slowdowns by hunters and stalkers. That alone would give a VERY good reason for people to consider using it over light armor. Light armor necessitates the shield generator pack, this would free up that stratagem slot and enable you to carry more firepower.
@@krel7160 I am firmly of the opinion that crits/headshots and being staggered out of stim animation (NOT ragdolling, just staggering) shouldn't even exist, which would already help heavy armor more than light since you get hit more and can't escape gunfire nearly as easily. I just don't think even that as a system wide change would be quite enough.
PSA: blocking chargers with your sides does not work as well as people think. Chargers have two charges now, the old one and the runup with claw melee. The old one isn't that bad even if it hits you straight on, it pushes you and does negligible damage. The claw charge will wreck you no matter where it hits - to stop this one, you need to slam a rocket into a charger to stun it. This can be done at even point-blank range, you need to be less than 5 meters from your own rocket impact to be damaged by it.
I just run at them and to the side they can turn fast but not that fast
@@northerntoeThat's still mixed results sometimes, as I've more than once dodged to the side only for the charger to skid to a stop instantly, turn, and slam attack while I'm still getting up.
If your exosuit melee stomp is working for the match, that's another incentive to take it on the front when you're out of rockets.
Just gotta hope it doesn't do the charge crush attack like you said.
Yeah I love when they tokyo drift into me and pull off a heavy attack; it looks like a bug to me if im being honest. at least im now use to turning sideway to sac an arm instead of the whole mech
In the first Helldivers, we could call in stratagems while piloting mechs, but we can't in Helldivers 2. Pretty bummed about this. However, I noticed that there's a rectangle on top of the mechs in HD2 that might be implemented later on so I've got my hopes up.
That might be a emergency hatch for if the exo fell back blocking the normal exit
Pretty sure they will add it, its convenient for all of us after all. Based devs are rare, hopefully they'll keep doing the way they started.
No reason my Rover shouldn't continue being a Rover once I get inside a mech :D. It's funny that it just lands on top.
@@FulminicMantra Yeah I was disappointed with that too. If the shield gen works while we're in the mech then so should the rover
@@divinedragonkirr Yeah so far they've been sticking to the OG Helldivers which I greatly appreciate
fair points but you can tell the devs are trying to slow trickle content to keep people coming back instead of giving us all the options at once. although the CURRENT balancing still needs more consideration.
Armor rating needs to just be more impactful for the amount of slow down it brings imo. I only ever bring heavy armor on eradicate missions right now because you don't have to move much there anyways. For anything else I still prefer light armor. For bots I bring one that gives me explosive damage resistance or stealth, and for bugs I bring one with extra grenades. Everything heavier just feels like it slows me down too much.
unless they're trickling balance in your comment makes no sense. they added heavy armor and exosuits and they're both made out of tissue paper
@@ahzidaljun Tissue paper? Against bot's AT rockets that they fire in salvo? Yeah. Against MASSIVE Titans or Acid that was explicitly mentioned that it even eats through metal at terrifying rate? Yeah. Anything else? They can tank rounds for minutes. Even Chargers', well, charge can be blocked a few times and you CAN two shot them with the stomp into their legs
@@Aurilion44they’re not AT rounds bro, they’re firing anti personnel frag rockets, you can see the fragmentation . It would literally tickle a modern day tank. Our mechs should only take damage frontally from cannon fire from the bots, so hulks,turrets and tanks.
Realism argument aside; In terms of game balance you could literally make the mech immortal if you wanted and it still wouldn’t be crazy OP because it has limited ammo, massive cooldowns and takes up one of your stratagem slots. As of right now the mech blows up if you stand in a blue flower or turn and shoot a missile at the same time due to a glitch. So yes they should be stronger. And if you think they’re fine, go run a helldive with them against bots and report back
@@Boamere HEAT also fragments. Plus, yeah against bots they are weak. Against bugs they are incredible. You can also torso twist and block with more armored sides and they DO block most small arms with the exception of cockpit.
Also they weren't supposed to be durable. First game players can attest to it. They aren't MBTs (those will come). They are IFVs and Gun Carriers and last I checked even 40mm grenades and 20mm chainguns can disable them with good hits
Hoping for higher level strategems that allow rearming or repairing mechs ect.
I doubt we will see rearming. AS far as I remember rearming mechs and vehicles where never a thing in HD1. THey are meant to be limited use.
there is the med gun from the first game, game in general needs more team centric gear to give incentive to actually group
With the very clear focus on Coop actions and helping directly, I think we will see a form of repair kits and Healing guns as right now we have the ability to Stim allies
@@speedyazi5029 i wish stratagems were stronger and there were variety in maybe maps and enemies so then people werent pressured to run so much anti tank
First game could have 2 people dedicated soley to anti tank, then 1 support, 1 add clear or area denial kits
@@loafofbread9400 Waiting on this gun lowkey I wanted to play as the medic of the game when I first picked it up
Dude the music change you did when the exosuits showed up was sick.
Once you start to understand the headshot multiplier that reared its ugly head in the recent patch you begin to realize that the ENTIRE armor system is fundamentally broken in HD2. Like it's legitimately a HELLBOMB sized issue that can break the ENTIRE game if handled in the wrong way and the devs actually have this looming over their head. It's too long to explain in a TH-cam comment but just understand that the ENTIRE armor system in HD2 is held together by duct tape and gum and is actively falling apart.
The headshot multiplier was always there in HD2
armors are not supposed to be game changing, they are small additions and abilities and that is a good thing for the new style
@@letzplayosaurus mobility is game changing in this game though. So the lack of mobility on heavier armors with little upside seems not worth it at all.
As it currently stands, heavy armor isn't that great for bug missions. Speed is survival in bug missions, so if you can't get away, the few extra hits heavy armor allows you to take will only delay your death. Or not do anything at all if it's an instant kill from stuff like bile titan spit that you couldn't get away from.
Bots on the other hand are a different story. I take heavy armor there, because speed is not as key of a factor, and it has saved me from getting shredded by heavy devestators many times so far. Although I still wouldn't say it's good for anything with rockets. There's also the added downside of not being able to run away from scorcher hulks, as they run just as fast as you if you're wearing heavy armor, often dooming you to a fiery fate.
However, as it stands, heavy armor is pretty weak and not worth taking over medium or light, as it doesn't offer enough protection against them. Not to mention the staggers from hits and headshots absolutely destroying any advantage you could get from wearing heavy armor. Stamina is such an important resource to heavy armor players, so the fact you lose a good chunk on getting hit is devastating
If you carry a laser cannon you can just laser off the flamethrower arm from the hulk, takes about three seconds of sustained fire.
It seems like in general we're made way weaker in helldivers 2 while the enemies have only gotten stronger
in a story telling way, this may just the start of the war which we were not prepared in the beginning but we responded instantly, as some of our planets are researching new stratagems for the war, we'll slowly grow stronger and stronger, of course. It will be expected that the enemy may also grow stronger. If we lose.
@@tssuper1613 That's a good point yeah. humanity was not prepared to fight a war. Most of the defenses we find ln planets that have been overrun are the occasional radar, artillery, or sam site. But none of them are wel fortified at all, often in exposed locations, and yet also completely static. That goes against every bit of sense in modern warfare. These things need to either be hidden, fortified, or mobile.
And also a complete lack of any kind of proper infrastructure further betrays how under developed these worlds are. There aren't even any dirt roads.
It kind of makes me wonder how super earth would actually look like on the ground.
@@sarbe6625 Most probably Super Earth would be the most developed world out of the all the other planets.
It could be my guess but I think the planets closer to Super Earth may have a better developed defense and cities, better infrastructure. Probably also if we lose enough worlds for the invaders to get closer we would see those. But the further from Super Earth, the less developed or useful planets are or are only used for resource gains & research purpose with no intention of truly living there.
Though there is a chance some of the furthest planets may have some better civilization planted but we would need to first liberate the planets we have currently to get to them and see how those ended.
Unless because of the invasion and war this were destroyed to the ground or were used for the nests/automatons generators.
Well! The case is, we will have to fight, win or lose to know what's up in certain planets to know the truth.
But I don't think losing to Super Earth grounds will be possible for a very long while. Unless...?
Lore wise they don’t expect the divers to survive, why spend enough money to make a destroyer on one person for each mission?
@@bruticus1496 Lore wise each mission costs more than a super destroyer, so I doubt money is an issue when outfitting helldivers.
Yeah im also waiting for armor being more "tanky". Like difference between 50 and 150 isnt super huge and unfortunetly it seems that in many cases speed and mobility is the king here :/ Being so slow really need to give you more chances to survive in return. Also some armors are silly with 129 armor which doesnt even make much difference. Seems each 50 armor is like 1 smakl bug hit so :/ 129 makes no sense ( i think that rating has this white armor from supershop ).
More armor is useless vs bugs, but the heavy armor with explosive resistance can make you survive a stray rocket launch which I have found to be very useful against Helldive automatons. The Exosuit is also busted vs the bugs and almost immediately gets destroyed against the bots unless you have the big shield emplacement.
@@TheLegless101Yeah, bugs' melee attacks seem to have strong anti-armor properties. I noticed notable difference against robot bullets where I could survive entire firing squads. Also even without explosive resistance (I run stock helldiver armor) I was able to consistently survive rocket hits with about 10% HP left all the time. Rocket Devastators are still a huge problem because they send entire barrages. My modus operandi when I'm running with AMR is to IMMEDIATELY snipe their launchers off of their backs with one bullet and then just ignore them because just with their arm-gun they are weaker than even normal Devastators
Yeah I run 200 armor rating with padded bonus vs automatons but light armor vs bugs. The speed and stamina regen are way more important vs bugs as opposed to the automatons which hit you lighter from afar more often, making the armor rating important
@@Boppin. Yep, I kinda consider bugs to be like Tyranids from 40K looking especially at Genestealers. Even Terminator Armor (HEAVY power armor designed for survival inside of nuclear reactors...) won't help you against those claws. Same thing with Tyminids, but not as over the top. That is why I also run in primarily light armor, medium armor with padding (stock) or Democracy Protects ones. Their claws can just make short work of heavy armor and I think that's intended
Personally I definitely noticed a difference between light and heavy armor, and I do like running heavy armor with a jump pack against automaton. I just finished a couple of impossible mission with the heavy medic armor. The problem right now is that armor do not apply to the head, so if you get headshotted your armor does not matter. Bot try to aim for the head, but they don't hit it that often, so armor is still useful against them. Terminid on the other end tend to headshot you a lot.
argh every time with the unreal music, stop my heart cant take anymore.
hey which unreal song is this? i really like it but shazam doesnt pick it up (makes sense). nevermind wulfrayne edited the pinned comment, i got it.
@@elitenganhub 4
Totally agree! I was hoping that armor would work similar to the first Helldivers, or even better: make some armor impenetrable against for instance low caliber rounds. I want to be able to make a Mandalaorian style loadout, and see as shots from the bots gets deflected on the armor. Considering it's a mechanic for enemies, I don't see why it's not also applied to the players armor.
They need to buff armour against explosions for the mech, that's for sure, they go down too fast. Also I agree that we need more options to develop a tankier playstyle, they need to differentiate more regarding protection values between light, medium and heavy armour
My theory is that they were going to do that when they were mentioning buffing armour before it was fixed. But some head dev saw how brutal the game was like this and decided to keep it similar. Not that I agree with the decision
I feel that a large chunk of the armor/shield/tanking changes are mostly due to transitioning from a close quarters top down shooter where everything happens in one plane to a third person shooter where you're fighting at hundreds of metres.
Being a walking brick makes much more sense in the prior, as dodging/avoidance is more restrictive, bullets are larger and your teammates can genuinely stand behind you and use you as a shield, what with you taking up a good percentage of the screenspace, unlike in HD2, where even bulked up you're a tiny blip space-wise at most
Map design has also impacted this.
It was a lot easier to create bottlenecks and defensible positions in the first game.
Now however, it's incredibly easy to get blindsided by enemies due to sheer scale.
Not to mention they've had fun with the increased range of motion, adding enemy mortar fire from both bugs and bots. Long range cannon watchtowers, eyes of sauron, etc. All have impacted our ability to tank damage.
Heavy armor will never fulfill the role it used to, it barely was worth taking even in the first game honestly, but it still needs an improvement now to make it feel good and worth using.
That doesn't address the fact that Heavy armor is just flat out bad in Helldivers 2 though. If they don't want us to be as tanky, that's fine, but if that's the case don't make speed and stamina take such a drastic hit when wearing it.
It's the huge disparity between heavy and light armor balance that is the real issue here. There is no justifiable reason to ever take anything besides light armor, which renders 66% of the armor options obsolete (technically way more than 66%, I'm just lumping them by categories. There are actually way more medium armors in the game than heavy and light combined, so really light armor makes up for less than 33% of the options)
Technically youre right but one thing that stilll exists is being able to pull agro. The tea might not be able to hide behind you but they can still reorganize and get strategems down
maneuvering around and dodging the enemies was actually easier in the first game.
Yo, I got floored by nostalgia the moment I heard the classic Unreal music. Peak taste, bud.
Thank you for sharing your experience as a veteran of the first galactic war!
Both the mech and the heavy armour needs a pretty big buff to be viable at all in higher tier difficulties
Its either they buff armor or tone down enemy damage
I don’t get how they fucked up armor. It’s literally changing a number value. 50 armor should be half as strong as 100, 200 should be quadruple as strong as light 50-armor and resist 4x more impact/hits.
It’s really not rocket science and I’m perplexed by how Heavy armor still feels fragile as hell. “Oh I resist one more hit now? That was really worth sacrificing half my mobility for.”
I've found that one of the more effective ways to tank and soak damage is by using one of the Medic suits that give +2 stims and +2 seconds stim duration. That extra time in stim is amazing for shrugging off smaller hits that won't one-hit you, and can even soak up a ton of bile spit with the rapid health regen. It's very much a lifesaver in many situations, like when you're surrounded by hunters and just need to live for a few extra seconds while constantly getting hit/ragdolled.
Medic armor is my go-to when running solo tbh. Going from 4 stims that heal 4 seconds each to 6 stims that heal 6 seconds each is huge; if you need to stim your way out of a tight spot that's 36 seconds of healing and infinite stamina vs 16 seconds. With friends I take the +2 grenade armor and stun grenades so everything from bot drops to Bile Titans stand and look at the pretty stars instead of trying to kill us.
Speaking of healing I loved playing medic in the first game with the heal gun and heal drone.
REP-80 my beloved
@@wulfrayne849 yos
They need to give helmets some smaller perks or at least headshot resistance coefficient or something :D
Also I would really love to see armors having some sort of POISE or posture or whatever stat that would reduce the stagger from smaller attacks. I get that it makes sense to be staggered by a rocket to a face, but when smaller shits swarm you, stunlock you and then headshot there is no heavy armor fantasy at all then :D
Extra intel on the exo :
like the hulks, the arms of the exo can be destroyed ! Meaning recieve a wong hit and say goodbye to half of your damage. There is also a melee mechanic but i'll be d*mn if I ecer find whick key is suppose to make use of it. Finally, recent leaks showcased amongst other things an Auto-canon mech painted in bright orange, so my guess is that vehicles will be customisable at some point... Maybe.
F lets you do a meagre stomp
if you changed your melee keybind it seems to break its ability to melee once you enter it
@@wulfrayne849argh, Indeed I changed the keybind. :/
@@benpage5088 I saw a video where someone demonstrated that the meager stomp can kill a charger in two hits, so it may have some use still in a pinch.
@@sirjazz1268I just managed to somehow still stomp with it by pressing F (the default) despite have it rebound, it seems very inconsistent on when it wants to work lol
The issue with how mechs die to rockets is almost more of a problem with the rockets themselves. They're a gameplay feature that is often unavoidable because a far off enemy launched a perfect rocket that nails you across the map. I'd like to see it change so that the rockets bring you down to low health but don't instakill you. It's really annoying being practically forced to take the bubble shield on automotons because of missiles. I think maybe they should decrease the accuracy on the enemy rocket units if they don't want to change the damage. The big issue ends up being, it feels very unfair to die to a random rocket that half the time may not even have been meant for you. It just really throws a wrench in the works because the only thing you can do to solve it is bring the personal shield.
Nobody’s “forced” to take the bubble shield. People forget this game’s basically a 3rd-person roguelite. It’s MEANT to be unforgiving, hence General Brasch literally telling you in training “Squadmates will die all the time”. People need to stop dying on Helldive and calling for massive changes because it makes average medium matches extremely easy.
@@roguedoge2479 This is not about dying once, this is about the hundreds of deaths I have had due to rockets specifically. It's very similar to snipers in other games in the fact that it's extremely difficult to do anything to protect yourself if you're not actively watching every unit with a launcher. Which is literally 80% of all small units on difficulties 7+. The only reason they have other units is cause rocket units can't call reinforcements.
And to clarify, I'm fine with dying if it feels fair, but when has a rocket appearing out of nowhere and 1 tapping you been fun?
@@roguedoge2479 General Brasch literally telling you in training “Squadmates will die all the time”
And you proceed to instantly say people need to stop dying on helldive. Pick a side
you know what would avoid the instant cross map death problem? bringing back the downed state.
@@roguedoge2479 This is not a roguelite at all. The term has nothing to do with this game. Also, you just contradicted yourself, because you said it's meant to be unforgiving and yet also "people need to stop dying" so... which is it?
The real issue here is this. It's not simply unforgiving, because unforgiving games can be quite popular, or have you been living under a rock? It's that they have completely invalidated 4/5ths of the choices you have to take because yes, you ARE forced to take the bubble shield. Saying you aren't is peak cope. You can take something else, but you can also enjoy being turned into paste from an attack you not only couldn't see, but couldn't hear coming and had no idea was even on the way to delete you. Which if you had a shield, you'd have a brief moment of "oh shit!" to take cover. The game is deliberately unfair in a way that isn't funny, isn't fun and isn't good for long term life. The fact that it's a dice roll if you get domed twice in a row from across the map or if one acid particle touches your foot after you dove 5 minutes ago to avoid it causing you to implode into a cringe singularity isn't fun. 90% of the enemies you face can instantly kill you in some way or another and the only option you have is to kill them extremely quickly or run fast to not be where they are. Anything short of bouncing rounds like HD1 would make the loss of speed and stamina utterly pointless and a waste of time.
And we know that's never going to happen, because the devs like watching people die to stupid shit all the time. It's funny the first 5 times to get rapidly disassembled from across the map or two tapped by a hunter faster than you can dive in reaction (Because latency means you are already dead on the hosts screen, so diving doesn't do shit) but after the 50th time, it gets real old, real quick. Even in roguelites cheap deaths are hated, so even if the game was one instead of the "standard" extraction shooter it is it'd still be a shit choice to make everyone so fragile.
I have a feeling all this meta stuff will be added later on, they're basically just expanding the beta right now, when the third faction gets added we'll see more ways to distinguish helldivers methinks
A single contact grenade can take out an exosuit :(. Or maybe it's 2. I was throwing nades at a fabricator and a friendly suit walked past it and immediately exploded from the shrapnel from my nade :')
Imagine if real life tanks were that fragile
@@Boamere I mean the bot tanks also die in 2 impact nades to the turret
@@Bopiz787 to the back of the turret, not the front
@@Boamere you only have to hit the top to damage the back
@@Bopiz787 wish I could say the same about our mech lol
as someone who didnt even know HD 1 was a game when hd2 came out, it feels like their trying to keep the items balanced, leaning on the side of weak, so they dont create a meta based around having the most armor, but it feels like their gunna listen and buff it ina coming patch
meta in the first game was running stratagem cooldown reductions or sprint boosts to move quickly, 2/3 factions didn't care about damage resistances and you needed a pretty specific setup to have heavy armor be this strong vs cyborgs
it's clear they simply didn't have time to properly balance out the armor values, I'm sure they'll figure it out
@wulfrayne849 i see, and its not clear thats what happened, whatever team that tested it could have thought the armor was balanced, or any number of things,
@@wulfrayne849I admire your optimism bro, to me I think the devs like how unfair the game is currently
@@Boamere they have to slow down the war progress to make up for their bad planning somehow.
I love comparing a game that has been finished for years with one that recently came out and still needs most content added. Really fair and well thought out comparison
have you played the 1st game?
@@Naruhiu no, but a friend of mine has and this was his experience. It’s stupid to compare a finished game with one that has just been released. It’s like comparing the latest version of Minecraft Bedrock with the very first patch version of Java Minecraft and then complaining about the lack of content in the Java version.
You do realize I'm comparing content that is returning from the 1st game, yes?
I do mention the lack of healing/repairing stratagems but the main thing shown in this video is how resilient you used to be in heavy armor with the front shield, which by the way, both shields in the 2nd game share their names with the ones in the 1st, which I'd assume means the ballistic shield is meant to replace the front shield I was showing off
I have no doubt the developers are going to update the game to add more tools and rebalance things, but I don't think there's anything wrong with comparing what's there and give feedback just because the game is new
@@wulfrayne849 fair, I’ve just seen so many people complaining about items not working as well as they thought or about what the game ‘needs’, it just comes off as ungrateful. I’m not saying that is you, and you do a good job comparing between the two games, but it doesn’t seem fair to compare a game that is just a baby to one that has a lot more years of content.
I feel blessed to have so much free content being released so quick, it really makes the game exciting to see the war constantly changing. We might get a lot tankier than the first game, who knows? Especially when they are teasing melee weapons and you would think that you would need to be pretty beefy to survive combat in that playstyle.
@@Neockoen oh no, the game is amazing, I'm always excited at everything they announce and I'm super grateful at how much work the devs are putting into it, these videos are never meant to be a "this game bad, first game good", simply comparisons and feedback, I want the game to be as good as it can get
electricity also interacts in a funny way with mechs. both the arc thrower and the tesla tower can kill the pilot without damaging the mech.
Helldiver 1: Build variety. Options for tanky or supportive play.
Helldivers 2: “jUsT uSe StRaTaGeMs.”
This is interesting. Nice job!
It totally surprised me to hear Unreal Gold music though. Good pick.
Nice MC profile pic
I think aside from a damage resistance buff, you should get hyper armor or resist the ragdoll effect. No point in tanking when you know you’ll get sat by a rocket raider 100m away then die to anything else
Gen I helldivers = More like Spartan II's with more rigid and dangerous training and probably augmented in secret
Gen II helldivers= More like Spartan III"s with less dangerous training and less modified than the previous generation, but more numerous and cheaper to produce
Also the heavy armour is unusable now because its so slow a sluggish that you get swarmed so easily
the dev probably going to add more of this later on if we as community ask for it.
the massive move from top down to a 3rd person shooter changed a lot of things+
first off, I need that armor from the thumbnail on the left. That shit is a straight juggernaut
I just want a melee exosuit. Give me my 40k knight
The fact that a scorcher can 2 shot a mech is wild to me.
It also sucks that rocket Devistators can drop you in one volley. Considering how many Devistators there are and how often they shoot their rockets, Mechs feel like a gamble vs bots, which feels pretty awful for a 2 use strategem.
The large amount of crowd control and increased lethality of HD2 to HD1 I think is why we see the shield backpack being so meta even after the nerf. It needs more tweaking for sure.
I wish there was some way to rearm and reload the mech. Perhaps adding the occasional optional objective on the map in the form of an ammo dump with the facilities to reload mech weapons would be a way to extend the usability of the mech without being too over powered.
The mechs are designed to help clear a couple of objectives or enemy bases and then moving on, if you want an extended use you'd have to coordinate with your team to bring multiple (or bring different types of mechs once more are added in), if you could just rearm them everyone would run nothing but mechs
The real issue with them is how little resistance they have to explosives, acid and heavy melee hits with a lack of stratagems to repair them, making an already disposable unit sometimes explode before you could even achieve anything with it on difficulties where explosions and large bugs are plenty
I didn't play the first Helldivers, but having a front-facing powered shield as a support option on a gun like the Helldiver in the video had, would be amazing.
i REALLY want the heal beam back or at least some way to protect my team and/or fix up my vehicles
I think preventing stun, ragdoll, or small damage would need to go away if theres more than one happening every second. So you can be immune to one little scavengers attacks at first, but if there are two or if you stand there and let one combo you, it should start to penetrate.
REP-80 plus my wife in a Stomper was our go-to for Retalitory Strikes and a lot of missions.
I miss recreating Meet the Medic but for Democracy fr, BRING THE MEDIGUN BACK.
I want to go back to being a tank or dedicated medic so damn badly in HD2 like I was in HD1
Yeah i agree heavy armor needs a buff or a few, less flinch on hit would be a life saver.
on a side note it's extremely annoying that we can get headshot by melee or in general tbh, i never noticed it before they fixed armor was it always there?
It was always a mechanic in the game, yes
I'd love some forward facing protection that doesn't cause me to T-pose anytime I interact with anything
Asserting dominance on the enemy is pretty funny though
I feel like helmets should give some form of protection, considering that would be the reason to wear them in the first place.
Doesn't have to have individual stats for the moment, but I'd really like to not get critical headshot by my laser drone.
Hopefully the game gets updates to allow for more different and "direct" playstyles. As of now, it seems more tactical approaches are incentivized with stealth and greater need to kill enemies more quickly in almost similar fashions.
heavy armor at the moment is definitely a good survivability boost but it's far from enabling you to play a different role in the team, as shown in the video the closest I've gotten to face enemies head on is the ballistic shield + 200 AR and it's far from ideal
@@wulfrayne849 maybe one way to go about armors benefitting to different playstyles is allowing stratagems to influence a build. Maybe an exoskeleton that lets you move around with extremely heavy armor at the cost of being a slightly bigger target and flat amount of speed. Basically a mini mech but you can still use your weapons
If they ever add the rep 80 I’m gonna go crazy with the mechs
Really hoping that we get some sort of upgrade or customization options with armor and weapons at some point. Would love to have different preset armors that are meant for different roles. Tank and medic for sure, would be nice to be able to heal teammates.
The fact the bots just become more and more rocket launchers as you go up in difficulty is probably the biggest issue with the game. Explosives are very powerful with ragdoll effects and even the mech dying to them easily. So fighting bots and even the small bots are armed with these one-shot cannons it’s just a pain
Less stagger while wearing heavy armor would a nice change. Ticks me off to no end when fighting the bots that the instant I peek out of cover to line up a precise shot on a hulk's faceplate with an autocannon, I get randomly popped out of nowhere throwing off my entire aim and I repeat taking cover, wait out the hulk's volley, peek, and line up a shot again. Stagger becomes more detrimental to you, depending on your weapon's handling and how long it takes to steady it.
Moving slower means your character weighs more, so the distance you rag doll from an explosion should be smaller and the stagger from enemy hits, especially the more minor ones, should be less.
I’d love to see a return of the healing drone from the first game, wasn’t the best but it was neat.
My biggest gripe is, how can a hulk take 3 headon rockets too the face but not our mechs? Arent the hulks just modified EXO mechs?
Would definitely be nice to get more tanky options, or a buff to heavy armor
They need to add the ability to cover the head with a separate button to prevent random headshots. And it would look cool
I miss having a full squad of helldivers stacking 4 of the same mech, you could waltz into the battlefield with 16 mechs between one another
i hope they add an upgrade to the gas so it damages enemies while simultaneously heals you if you are in the cloud.
Currently, the best you can get is Shield Gen, Heavy Armor, Ballistic shield +SMG/Sidearm. And there's still a decent chance you get one shot after shield gen drops.
Is helldivers 2 a prequel to the first one which is why we are weaker or something else?
the game takes place 100 years since the first galactic war, my guess is we haven't been at war for a while and we're rebuilding all our war assets (hence why we had to protect the exosuit factories)
but as far as equipment being weak goes, I think that's just the devs not having had enough time to playtest and iron out the armor values
Hero of Federation armor + Shield Backpack = Actual juggernaut
I got the armor from the superstore that looks kinda like the EOD suit, and when I first got it I felt like an actual tank, and not an actual tank as in "big slow but slightly less likely to die," I was an actual tank as in Chargers are envious of me, I could get knocked around for a bit by chargers and be fine. This was less than a week ago.
Honestly I'd love to see ways to repair and _especially_ resupply the mechs. Also the rockets not randomly exploding in their tubes for no reason would be a nice fix.
Mech rearming is never gonna happen. This isn’t titanfall
@@roguedoge2479I really do not see why not.
The game is very much focused on teamwork, so it would be very much in keeping with the theme to let teammates actively support your mech through their own stratagems and equipment.
Song? I feel like it's from Ratchet and Clank.
Unreal Gold, Hub 4
So something that people seem to overlook when comparing shit to HD1, seemingly intentionally in order to make their argument better, is that HD1 IS A VERY CLOSE RANGE GAME. You are very limited sight of enemies, enemies spawn reinforcements very close to you, while you can shoot enemies off screen you can't exactly see them, and the maps are much smaller. So OF COURSE they aren't going to make people as tanky and vehicles as tanky as they were in the first game since the distance you can easily kill enemies in HD2 is basically the size of the entire map in HD1. Not to mention HD1 Mechs were a 1 and done. You got 1 mech and that was it for the mission. You get 2 now.
The range argument doesn't really make sense when the deadliest enemies are the most accurate, also *Because* the maps are so large heavy armor is even less appealing as it takes you longer to run behind cover, and you're going to be out of stamina more often, and your only upside is taking one more hit worth of a scavenger or low caliber bullet at 150 AR, 200 AR seems to make a more notable difference by letting you take 3, and even then it's not a huge one because we're still only talking about small hits
On top of enemies in HD1 being much easier to dodge with their telegraphed attacks that mostly didn't track your movement once they started, compared to say, Shield Devastators in HD2 gunning you down with absurd precision until you're behind cover again or interrupt them
Super Earth in 2084: "I AM STRONG AND SUPERIOR TO ALL SUBRACES!🗿"
Super Earth in 2184: "wE nEeD bIgGeR sQuAdS!!😭😭"
Perhaps in future updates, we'll get something like this
Basically 50 light armor is the base. So 100 medium armor should be twice as tanky. Then 200 heavy should be 4 times as tanky. Plus we need head armor if these bots are using a cronus. Heavy armor should negate goofy ragdolls like its freaking Garry's Mod.
The movement in this game is too slow so we are forced to head on the enemy and mow them down. Translating HD 1 into a 3rd person shooter while keeping us slow and helpless with a inaccurate aiming system doesn't feel good.
Make us tanky, is that too much to ask for Arrowhead?
P.S. Scout parties shouldn't spawn out of thin air.
its kinda stupid that the front armor of the mech isn't blocking round like the arms , legs and shoulders. frontal should be more armored.
not taken off scour armour since the "fix" was in. the extra HP for 1-3 hits isn't worth 10 and 22% slower runspeed while also being unable to retreat from surrounds and ambushes.
It's hard to compare a game that was just released this quarter, versus a game that has like 5 or 6 years of post-release development and downloadable content, but I get what your saying. Things will probably come in time.
He's doing his part
update on shield. Wrong about it with melee. The shield block is directional, just cuz you got the shield on does not mean it will block the attack you have to physically point it at the enemy to block it. It will half the atk dmg. If your facing lil terminids crouch so they cant hit your feet and you will be fine.
I've had multiple occasions of melee going right through it, if it does block melee from bugs it's still very unreliable when you can run other things
That is. Assuming they didn't patch something and didn't mention it, I might have to give it another try, maybe it works now
I guess the devs don't really care about heavy armor.
As video stated, having heavy armor with reduced explosive resistance does nothing, wou'll get one shot by a rocket anyway.
it seems to me they simply didn't have time to properly balance armor values out (hell, it wasn't even working on release), the game exploded in popularity far more than they were expecting and their priorities got flipped
Armor got fixed but still no reason to use anything but light armor unless for asthetic. The power of just leaving is very real and I don't see it changing much.
I honestly think one of the bigger issues is just that the direct damage from the acid spitters is far too high. How is a glob of spit from some bug more lethal than rockets from a terminator-esque robot? I feel like the intent was to have the spitters be dangerous in a support role, slowing and damaging over time to add pressure to the hordes of other bugs, hence why the higher level ones can also provide indirect fire support with the acid mortars. Instead they're basically the most dangerous bug in the game, especially since at level 6+ you'll often see 5 or more at a time, all of them easily able to kill you nearly instantly.
I think the real problem is the inconsistency in damage + how tanky they are if you do not have explosives
The game will send entire squads of spewers which are easy to handle if anyone has a grenade launcher or enough grenades and stratagems
I don't mind the acid being a scary thing you *have* to avoid, I just wish the hitboxes and damage were consistent (inconsistent damage is also a problem with Hulks that use flamethrowers), sometimes you don't get hurt that badly, other times you instantly die just by being near it, and then there's the times where the projectiles will phase right through you without dealing any damage
If heavy armor prevented ragdolling that alone would make it worth using, especially on the bots.
I'm hoping that Arrowhead will add more options as time goes on, and tweak armor as well. The heavy armor right now DOES provide more protection, but the fact that headshots damage is exactly the same across the armors, makes heavy a lot let worth it, because you WILL get shot in the head by the bots, and dodging attacks/running away in heavy armor is so much harder, which you shouldn't need to do as much anyways, because....heavy armor.
So how did we went from this to Automatons being 100% aimbot 1shotting u with rockets
At this Point the ultimate Tank build is just using the Armours with Stim perks on and then just use Vitality Enhancer along with Ballistic shield
They need to make armor flat out give you more health. 200 should give you 4 times the health as 50. Also you should be harder to rag doll and crit
I have been saying this on streams and place faith things get better as a vet from Hell Divers 1
I really want to support again other than a bag carrier and loader
Also headshots need to be addressed, I know it's realistic but a light trip and tumble or an attack from automaton or bug just ends you which to me is sorta fine but i feel is way too often especially with rag doll
wearing heavy armor for termanide is trolling but for autamaton it works. The only problem is stagger from explosions and rockets.
Kinda wish we had the hd1 downed state
In Helldivers 1 you use the exosuits to carry your team and complete all objectives.
In Helldivers 2 you use the exosuits to ensure your evacuation😂
there must be some things to play for. i think such things will come to part 2
Most games fail to make tanks feel like tanks or strong character in lore feel actually strong in gameplay Just look at ogran's from dark Tide can be pinned by a little dog even though they can drag a tank 🤡
Just about everything from the first game will be implemented down the road; they have little reason not to. That aside, it's way too early to do any shot calling for HD2. Thus far, it's amazing, but remember there's TONS of DLC that HD1 got over the years that made it what it is - HD2 just came out and is still trying to figure out overall balancing and whatnot.
im not a fan of the approach to balancing in hd2. it looks like they want to keep players weak and missions a constant retreat action instead of a pure horde shooter where you fight for objectives. if we somehow found a reliable way to use mechs then they'd nerf them same as they nerfed railgun and shield... but they don't buff the clearly underpowered options no ones using like rcr or spear. a lot of people won't mind but this really hurts the experience for me and my friends
They fixe the lance, you can take ammor back fron the ground and ainming is a thing now! Tryit❤
In Helldivers 1, unnessecarly engaging the enemy rather advancing to the objective is the worst thing you can do since all players share the same screen.
HD2 will get there let them cook
I know, just needed something to practice editing on
Can you check if armor weight affects jump pack use?
it doesn't seem to affect it, but a shadow buff in the last patch made the cooldown shorter and momentum be allowed to be kept when jumping, meaning a light armor can give you crazy distance with it
They would have to find a way to make it so you had less ammo or did less damage, with no trade-off there would be no downside to running the tankiest armor with how the game plays now.
nah the meta of helldivers is just being super quick, not only you have to fight less enemies (the longer you take on a map the dificulty increases) but also you can abuse the stim so you cant die unless they oneshot you (something that is harder because you can move).
The tank in helldivers is fun but its actually trash, you can still be oneshoted by explosives, fire or poison and if the enemie hits your head you can be twoshoted
Do be aware, the basic armor is at 150 AR, as it is a Medium armor with 100 basic + 50 from Extra Padding. Route your info around that.
Give it a few more updates and I’m sure Helldivers 2 will have all of these higher tier upgrades and specs to armor, helmet stats, and all that jazz!
Oh I'm sure, the last update fixed a bunch of issues with explosions vs players and the ballistic shield and it's actually been pretty fun to run, I need to make an update video on it since this patch fixed 2 of its biggest problems (the a-posing glitch and losing it upon ragdoll)
Half of being a tank is believing you're a tank. I rock the battlemaster set and a flamethrower. Does wonders for my mental health