Hey i think your game's and voice's audio levels are a bit low, in particular when compared to the intro. I always find myself raising the volume after the intro when you start speaking
Okay, so I saw these numbers are from the armor names in another comment response. Could you put in the description what you think each number affects? Its great you're testing things but I didn't feel like it was clear what was happening while I watched it.
Yeah no….take it from me, the dude with no life who legit just got done with an 18 hour straight grind with a guy I met a few days ago. There’s only a few things in the entire game that are absolute dogshit. Play with what you’re comfortable with. Stay ahead of your enemies and recognize the patterns and interactions between those said enemies. With the recent silent buffs to hunters spawns, and melee speed in general to enemies you’re going to be doing extra in general. I can’t help but to keep my own momentum flowing consistently throughout a match. The basic shit you need to know to keep you alive is time your stratagems and use them with your team. Team reloading with multiple people during times of mass bile titan or charger spawns is the best combination with HMS sentries or orbital. I run the jet pack/shield pack, it depends on the mission, and then it’s the pummeler, Blitzer or incindiary shotgun, stuns are great for hunter mobs and the pummeler will stun lock even a charger if his leg armor is broken and you shoot the weak spot, and will completely stop a stalker in its tracks. The Blitzer has the same effect, when you shoot an enemy they will shortly stop in place before continuing, when going against hunters and shriekers watch for the attack patterns of the three in front, usually one will either fake you out as the next attacks or they’ll jump toward you so you shoot and then the third will stun you and the rest will violate you. Autocannons are the best for bug holes, EAT is a one shot to the very center of a chargers head, and the thermite grenades will open holes in titans/chargers for you to shoot into. For defense missions I’d suggest everyone run a HMS sentry, as it stops the enemies and doesn’t kill the NPCs. For high priority, 120mm, 380mm, EAT and gas. By the time the titans come you’ll have like 18 EAT’s accumulated. atleast two of you run a spear and or recoilles to reload eachother. For blitz, fast paced aggressive tactics. Mechs, grenade launchers, jump packs, impact incendiaries. (Personal preference). Keep in mind that this is seriously a team game in the end. You wanna take your spear and shoot that titan as it’s coming toward you and littler bugs are closing in? Think about how you’ll have to get up and continue running until you’re safe in order to reload and shoot again. The spear will one tap chargers ONLY if it’s a DIRECT hit to the middle of their head. They basically have to be coming directly at you. Don’t be afraid to run under the titans and shapely turn out between its back and front legs as they go into their weakened state to try and slam their legs down on you, it’s a quick time frame but it’s an option and if there’s little to none other enemies around it gives you a chance to stim or reload and remember STIMS ARE NOT JUST FOR HEALING THEYRE FOR YAKING CONTROL OF A LOSING FIGHT. medical armor buffs the stims time and effects for a short time, if you’re being pushed back you can take a stim which will regen all your stam, and heals and will continue to Regen even after being hit a few times. Stims will also drastically decrease the time of acid effects or slow down features if you dive, stand stim and dive again. Play how you want though guys, I have 500 hours and these are ONLY tips. not facts I pulled from the mouths of the game creators or RU-vidrs, good luck out there Helldivers.
In all honestly you are not wrong, that IS all you truely need to know. Our info is more for those interested in info where they have seen some odities like " why do I seen to do better in some medium armors than others"
@@jonnylaw1990 I’ve always played light armor unless it’s a defense mission/bots/or i just wanna look dope. My experience with these has definitely been an experience. I would recommend using light medical armor for the higher bug missions and medium armor with extra grenade an and recoil reduction for defensive missions. Meridia is a complete hellhole. You HAVE to run HMS mortar, and HMS orbital, EAT and a Tesla tower and stuns. Place the Tesla towers at the opening of each hive den before the last drill is complete and it’ll take them out as they fly out of the planet. There will be probably 10 bug holes around the area that you should definitely get before the first drill. As soon as you place the forbidden goo inside the drill throw your HMS orbitals at the drill in intervals of 14 seconds and stuns every 6 between those as literally any fire damage, grenade damage, auto cannon, quasar, etc will do team damage and destroy the drill. Tesla towers will also destroy friendly sentries and the drill. Once a drill is finished, 2-4 bug holes will open across the map, if you don’t deal with them as they open they will accumulate into a never ending line of fucking annoying bs. A bile titan WILL 100% SPAWN EVERYTIME YOU PLACE THE GOO IN THE DRILL 😂 without fail. And this is after the first little spawn debuff. They didjust maybe 6 hours ago... have someone with the recoilles and a team reload be ready. I experienced the first drop on trivial maybe 10 minutes after the planet became available, where (and I’m not exaggerating Im gonna post an edit) probably about 120 shriekers came out of the hive lord dens at the same time, I counted 16 bile titans downed before we died and I sat there eviscerating my ammo for nothing because they..literally..don’t…stop…spawning….ultimately being brutally by dive bombs of a pack of 8-9 flyers taking turns in each direction diving. Shriekers will wait and analyze you during the fight until you have to switch to your secondary, have to reload, look at the map or pull up the stratagem header then they’ll dive, if two misses two more will come almost immediately from behind and depending on if you take damage another will come from a random different direction to try and cause you to basically be backing up on circles until they finally have you surrounded enough to finish you off. I still don’t really have a good strategy for the shakers. I guess the flamethrower works okay. Even if you’re on the ground shooting, you’re gonna want to constantly move when you’re shooting down the flyers because they now aim their body for you as they die, dealing damage from the impact of the dead body.
@@Sick_of_typing yeah i usually run light gunner armor myslf. And the merida mission my buddies woild run both gun turrets and lazer rover. I personally liked blitzer incindiary. Oh and big shield works surprisingly well too
It worries me that you're presenting a lot of this as fact when it's more likely that you're seeing patterns where there are none. There is no difference in that shotgun spread comparison. All airstrikes have an element of randomness to them due to the fact that the Eagles release their payload with a random spread, clusters even moreso since they have a munition that bursts and has another layer of spread. Why would the devs waste their limited time and effort to code in meaningless 1-2% differences in stats for armor? It's more likely these perceived minuscule differences are due to the layered RNG mechanics or placebo. Or hell, even just a lack of consistency in things due to bugs and "unintended behavior".
You very well could be right. I try to add in each of these videos "we see these differences and we THINK this is what is causing it" when we learned that weapons had 50is more stats that were not shown we dived in curious. "Okay. What else are they hiding" Until a dev comes in discord or in here to comment. "Yes you are right" or " take the tinfoil hats off" we will 100% know for certain. Regardless thank you for your time!
The armor type the player wears having anything to do with the spread of strategems on the target location and weapons is absolute bullsheet...knock off a meter or so for throw range for strategems...maybe...leave weapons alone...let armor be freaking armor...talk about addin sheet just to F with players.
I've watched all your videos about armor, including the numbers, colors, and other details. I'm not surprised if there are hidden stats, like the SC30 Trailblazer Scout Helmet, which was known to have a hidden stat for faster running. Keep up the great work-I'm impressed! It would be fantastic if you could create a spreadsheet with the numbers and letters decoded.
I've done some testing with the 55 devastator vs trailblazer using the 500KG, trying to find at wich range you begin to die/take damage from it. It's still not a perfect way to test thing, but I don't know if such a thing exist in this game; but I did try my best going at the exact same spot ( finding corners in walls to always get stopped at the same spot ) then throwing the stratagem at the same spot ( using element in texture or relief, and taking screenshot for comparison when doing the test with the other armor ). And at best all I could find ( with only something like 8 throw with both armor ) was that I was getting killed by the 500Kg when it was about 1m further than when I was in the trailblazer. To be more precise, I wouldn't take damage ( but be pushed to the ground ) when wearing the trailblazer armor, and aiming at a specific spot which was putting the stratagem at ~18m. But aiming at the same spot, still resulting in a ~18m distance would kill me in the devastator, aiming slightly higher would still put the stratagem at the 18m range ( but slightly further ), but remove 90% of my health. Aiming a little higher again, would put the stratagem at the 19m range, and finaly give me the result of not taking damage but being pushed to the ground. Based on those result the difference between both armor seems to be at best less than a <10% increase in aoe ( about a ~1m increase out of ~18m aoe ), and possibly actually exactly the same if we think that it's within the range of error ( even with screenshot comparison it isn't a pixel perfect exact same throw, the armor being bigger possibly does not put me at the exact same spot even when using the environment to position myself, and we don't know how much rng there could be to explosion radius ).
That is roughly what we found as well. Its a small difference, Not significant. But that could be tge difference in killing a bile titan and wounding it
As much as i would love for this to be true, it seems extremely anecdotal. As a professional stealth armor user, yes the difference in stealth is somewhat greater than 30%. However this is the case with all the stealth armors, not just the trailblazer. And if this was true, the winter warrior set (which has a 3 in the name but is not scout armor) would also be stealthier. Which it most certainly is not (I really like running this armor set aswell because of the looks and I am a ghostdiver at heart :P) And the recoil reduction from fortified DOES apply to the user when standing despite what the tooltip says. We've known this for a while, unfortunately. The spread on that breaker incendiary seemed extremely subtle to the point where I would be willing to chalk it up to being just luck. Same with the spread patterns on the stratagems since it is just a really small sample size and the differences are subtle. Noticeable, but very subtle. (Also, when you threw the airstrike with your devastator armor, it had a spread pattern that was very similar to the Arc armor for 2 of the 3 throws. Further making me err on the side of caution that this could all just be confirmation bias.) The explosion radius could've been better tested with something with a small AoE and lower damage like the plasma scorcher, since just shooting a grenade launcher and a grenade pistol and throwing a 500kg is really hard to see the difference with because of all the smoke and stuff. I know it's a lot to ask to test dozens of times and get averages and spreadsheets and stuff out. But if you're gonna make a claim like this, it needs to have some pretty bulletproof testing done. Trust me! I'm committed to the science here on the SES Star of Science, but any good scientist knows you need a lot of test data. This is super interesting if it's true and a nice thing to keep in mind when picking an armor set to take with you!... If it's true. Especially as an Avid stealth player, The armor colors affecting detection times/radiuses is just not true. I personally did testing with this since I went absolutely ecstatic once you claimed it. Thinking something along the lines of: "Holy shit, can I get some stealth benefits without running scout armor?!" and no matter how many armors I tried, on however many planets (I tried something like 10 armor sets with different colors on 3 different planets, each time making sure at least 3-4 different enemy groups spotted me so I got consistent numbers) no matter what I did, all of the timings and ranges were the exact same. Unless I had scout armor on, Of course. Which were all consistent with eachother. But frankly I'm just not convinced by this data, as sad as it is for me to say. I'd love for this to be true! But until some more solid testing is done, or stuff is datamined, Im not convinced by this video alone or any of the previous videos. Good luck on your helldives! Despite my critical comment, I do really appreciate you two trying this stuff out! It shows integrity and commitment to try and get to the truth. Even If I don't necessarily believe the truth is here.
I really apreciate the feedback and I agree. More tests = better. We are doing these videos to show "something is going on, this is what we think it is, what do you think, and try it yourself". Bring it to your atention, sort of speak. Cause unfortunatly Time is not on my side since YT is just part time and 2nd to my job
That's pretty much how I felt, especially after seeing the orbital barrage spread video. Also, some guns are louder than others, which can affect stealth tests by different people. I use 500kg bombs a fair bit with various armors and tend to stand very close. The blast zone is extremely consistent and not at all large. I can stand without being knocked down or damaged in the fire effects from the bomb. From one stealth guy to another, "where'd you go!?".🫡
@@jonnylaw1990 It could be another hidden effect. I don't know. I'm not really sold on any of the other effects. Tried looking at the shotgun side-by-side in slow motion and I couldn't see a difference.
Guys, quit asking for more proof, it’s not always the people who discover something that also test it. Some of you are being complete AHs over some discussing some oddities in a game. Chill TF out
@@jonnylaw1990 dude they path to fixed locations. They spawn, walk straight towards you, then keep walking and despawn. Bots always aim for the head, and the headshot hitbox is huge
If this is real, maybe it's unfinished or scrapped code. Maybe the couple of helmets that had hidden stats were part of it? We already know there are hidden stats with weapons. It's absolutely plausible that the devs had a much deeper gear system that they scrapped but there are some remnants of it in the code
This is just incorrect, there ate crits, and there are head shots and head crits. Crits are rng based, unless headshot, where it's a 50/50. The anesthetic is just that.
@jonnylaw1990 uhhh, I know, through the game files, armor anesthetic is only anesthetic, there ARE crits, headshots and headshot crits, it is rng based with lower percentage on body crit (25% chance) than head crits. (45% chance) You could also re test this yourself and crunch the numbers. From my personal experience, bits are a bad test. Remember all enemies do different damages. This includes all of the bot infantry as they are ALL different units.
hUGe agree with Krash in the beginning there, I hope they come to an understanding w the community and buff the guns enough so that they don't make matches utter cakewalks but like, fun to use still
My best fun guns are: Standard Liberator on Bugs Dominator on Bots. Dominator cause of the oomf it when shooting against bots, 3-5 shotting devastators on the torso and 1 on the head. Feels too good. Im one of the single digit Helldiver(s) that utilizes melee bash in my fight against bugs - instead of running to gain distance before shooting (Unless its chargers or biles). Liberator allows me to do just that while being precise. Perfect all round weapon with little drawbacks. Shotguns like spray n pray works great too.
@@jonnylaw1990 Oh the slugger is great and even more before the nerf, being stupidly broken it was. And would use it over the dominator before that got buffed. For me, the Slugger was, in my case, your take of the Sickle. Its amazing, but maybe a little good. Ig you could say the same about the Dominator as of recent. I loved the dominator before buff but the damage didnt justify the oomf/weapon kick and the weight of the weapon until somewhat recently. Havent used the slugger since like a couple of weeks before nerf. I should give it a spin one of these days post nerf. Just hope they dont make any weird changes to the slugger before I can.
@@NeptuneMerrill i agree with your statement 100% before the nerf. The stagger it had was way too op. Now with the nerf it dont stagger as well so you are much mofr vulnerable
yeah i keep trying to tune him just right. in my headphones he sounds good, but in editing he is then quiet. so its becoming a chore. Ill get it right one way or another