@@roar104I dont think it'd be too overpowered if it did, maybe on a 6-7 but with how many of them spawn on 9-10 id say it'd still be pretty fair. Or they could have a ship module to upgrade to do biles and ATATs that way it's more for people that do the higher levels anyway
Could also remove smoke shells for bug maps and remove napalm for bot maps. Also make smoke shells explode in like a smoke cluster instead of literally just being a regular smoke grenade
@@sillywilly6919I like that. SEAF is smart enough to know what shells would be useless for each faction, and wouldn't waste resources shipping smoke shells over to the bug front
you know, the charger could have been done so much better for the behemoth. It could have been made faster, with a deadly charge but conversely takes longer to turn around and restart a charge, while keeping it at the same health as the regular charger. Instead we just got a spongier version of the charger.
I mean in the first game they made it so that the second charger variant doesn't have a butt weak point for primary weapons which makes them only killable with anti tanks feel like that would've been way better than just a sponge we have now lmao
I would actually prefer they make the behemoth charger slower. That way it’s actually having more downsides than slower turn rate and such, differentiating it from the spore and regular charger
Unpopular opinion: mechs are totally useless and can’t possibly ever be worth taking unless either A: Cooldown reduced to 5 minutes or less B (preferable): vehicles get their own, separate vehicle stratagem slot. Would make more sense when APC’s and stuff from the leaks get implemented.
The separate vehicle slot actually sounds like a great idea I will say though, against bugs, the mechs aren’t bad at all They aren’t walking tanks they’re walking weapons platforms
@SerPandemonium unfortunately at higher difficulty they are pretty bad. Left side weapons don't aim straight and the autocannons and rockets burn too much ammo on one charger or titan.
I think every last Sentry turret should be given Target Designation like the mortars have with the ship upgrade. It is insane to me that space-marines can't tell their own turret where to fire via their in-helmet HUD
what is this in helmet hud you speak of? the only thing with digital wireless connection that super earth provides is on the left forearm. You over estimate the capability of the gov'mint issued gear from SEAF my friend.
@@johhnythebat clearly, they've never been in any military to consider this a design problem. Mil stuff cuts incredible corners to be more cost effective, but hey, as the saying goes: if it's good enough for the queen...
The mortar targeting isn’t even working, not even suggestively. If there’s nothing around and you fire a commando, your own mortar will demolish you lol
What about this idea for eagle smoke. Eagle Smoke: As well as blinding the enemy creating a shroud they cannot see through. If enemies venture into or are already in the smoke they get confused and shoot or slash at each other. The smoke masks the IFF of the bots and plays havoc with the bugs pheromones and eyesight making them attack each other.
The problem with the hunters is that they can sometimes feel more tanky whenever you land shots on their appendages, wings and not their face/body. With their movements and jumping, you tend to land shots on their limbs/wings, which functions like armor. I notice this a lot with the verdict pistol (10 rounds per mag) that if I don't land the shots on the body or head, then it takes way more shots than the hunter deserves.
@@NSDP15what’s odd is that I can reliably one shot commanders (not sure about alphas, haven’t played in a while) with the blitzer but I have problems one shotting hunters.
Bushwhacker can 1 shot them rather well. Rather versatile weapon against the bugs since it can also one shot Alpha Commanders using the secondary fire option and 2 shot Stalkers while stunning them.
Hunters are probably the enemy type that most benefit from the split HP pool mechanic, but that also means they could easily be tweaked to copy a greater % of that damage to the main pool without making their bodies too susceptible to 1-shots. As it stands you lose from 50-70% of your damage when hitting a limb or wing which is bonkers.
Hope the devs realize how much people love this game when the community goes out of thier way to put in this much work to improve the game. Maybe AH should do what Bethesda does and give thier game to the modders
They don't care. They've already made most of the money they're ever going to make for this game, and their egos are too inflated to ever realize their 'vision' that they rigidly stick to just isn't fun for the majority of players.
This is only strategems, we still need primary, secondary and armor buffs. Also still need rework fire damage mechanics, disable spawning control limits, allow us to land where we want. Teach us how to swim, remove the need for two players open the bunker.
I really like the module that lets you paint targets for your mortars to prioritize, and if it ever starts to work I'd love it for all turrets. Being able to tell my autocannon to shoot a charger would be sick.
@@charlesransom4546hey look buddy I'm a helldiver that means I solve problems not problems like what is beauty that wall fall under conundrums of philosophy I solve practical problems like how am I going to stop some big mean bot from reaching super earth
@@rzr0015 They should bring that mechanic back, a small designator launchers that fires strategems directly at wherever you're aiming. Make it looks like those little smoke/flare launchers they have on real life tanks. Then put them on every vehicle in the future.
@@rzr0015on the top right of the mech there looks like a little vent where a stratagem chute would go. Best case it'll be added at some point as an upgrade, worst it was scrapped.
The reason the spear doesnt one shot titans is bec of the "titans sometimes not taking damage" bug. And the reason it cant one shot tanks is because theres 2 lock ons for some reason. The top part and the threads. If it locks on to the threads it takes 2 rockets. You cannot choose lock on spots from afar, only like medium ish range.
sorry, but every other titan now, it has increased in frequency, takes more than one spear to the face. You can line up several titans and maybe one will be 1hk to its head weak point. That's not a bug anymore. Its a balance direction.
Every tank I shoot is 1 shot. Only time it didn't was it hitting them from below Also..only oneshots hulks from behind now. The chance of spear hitting the eye is near zero. This silent nerf hurts.
@@rohesilmnelohe In the games code which was data mined that currently firing at a full health tank is impossible to one shot it due to having 1500 hp and the total damage you can do with a Spear is 1200 per shot, (1000) from projectile itself and (>200) from the explosive, the reason you have been 1 tapping tanks might be from the enemies shooting the heat sink from the back of the tank or it sometimes taking 3 to 4 rockets from a rocket devastator. only in previous updates what the health of tanks lower than the spear damage.
Big difference between just making a video about it and programming it into the game though. Also, takes time for those ideas to come to the execution stage. It's august too and some of the dev team are enjoying a well deserved break. It takes a while but i think they will start listening to fans and influencers like Dough more.
@@Anonymous247n Most of these changes are just number changes and could be ready for release tomorrow. There are some changes that would take a while to code and probably even some that arent possible, but most of these are easy.
@@2MeterLP Maybe, mut also maybe not. This is what we often think, but we don't know enough about programming. My brother is a programmer, and he told me it's never so simple, especially with a big game. The biggest problem of course isn' "can it be done" though.... It's work timelines, scheduling, etc etc. The boring stuff 🤣
@@Anonymous247n According to some comments from actual game devs who saw HD2's early code, yes it IS just changing numbers, stop making up excuses for a company that just took hundreds of millions of dollars from what is essentially a paid beta.
AH after seeing this, "well what we're going to do is." Increase damage of all small arms by 10% but reduce magazine capacity by 50% decrease stratagem cooldown by 30% but increase stratagem cooldown by 45% add one round capacity to the senator but remove speedloader make EATs require a back pack make the auto cannon bolt action because lmao.
Two straightforward changes that would make HD2 a whole new game: 1) buff damage by 1 on every weapon to fix damage falloff making all breakpoints worse than intended 2) make dive briefly detarget enemies, interrupting their attacks' tracking of players for ~half a second
This sounds more exciting than a new expansion. Seriously hope Arrowhead watches this. Word-of-mouth got this game the majority of the sales, and it can do that again if the current player base is excited and reinvigorated. Just increase the enemies as a follow-up stage, if it becomes too easier. But people need to be sold on the fantasy of killing multiple hundreds of enemies each.
This just screams for an upgrade system similar to HD1. Would also solve the issue of trivializing the lower difficulties if the default of all of these is not that busted but after spending some time and resources they're bangers on higher difficulties too. Probably don't have the dev time though unless we been secretly working on this all along behind the scenes and the nerf train is a diversion.
Would be nice if a bunch of the devs weren’t out on vacation during the most crucial part of the games lifespan when they should have all hands on deck
There’s a complete HD1 upgrade system found in the files for HD2 alongside different ammo types but it will never see the light of day. The devs that created HD2 and the ones working on it now are not the same & it’s evident in the way they’re managing balance
@@sillywilly6919 people deserve to take vacations, while their balancing is shit since the start, people having time off doesn’t change the team leadership’s decisions
My conspiracy brain is telling me that they initially had an upgrade system planned, but it got scrapped and instead they release tweaked new versions of existing weapons in warbonds, incentivising buying super credits.
I played last night for the first time in a month and I noticed some things about the Emplaced HMG Turret.... It has idle sway! It's a fucking mechanized turret that you sit in, and it has IDLE SWAY. Just sit in one and watch the circular reticle, it waves around everywhere like you're holding the gun with your hands. They should remove that. Also, give it another turn speed buff. It's still god awful slow and we only liked (the buff to it) because it was basically unusable before, but it still needs more work.
Kinda silly, but luckily, the idle sway doesn't really matter in practice, since it's a bullet weapon with center-of-screen aim magnetism (Meaning, as long as the floating circle and static dot reticle are overlapping, shots go exactly on the dot no matter where the circle is pointing).
Airburst i would just change to make it a cone behind the detonation point. This also makes REALISTIC physics based sense due to velocity and motion. Just have the rocket detonate on impact and anything behind that point takes the what? 6 small grenades in a cone area behind that point of detonation. Now it functions against enemies and not an enemy to democracy.
That is a GREAT idea and makes perfect sense when considering “realism”. No reason for it to behave the way it does currently when it could be doing that
I think it would be sick if EAT or commando could count as either a backpack or a support weapon. So you can take eat/support or eat/backpack, but not all 3 Seems like a fair tradeoff
i think being able to carry an eat or commando while also holding another support weapon would be a great addition. as it is right now we mainly bring weapons to handle all enemy types (especially if you are a solo diver like me) my main loadout vs bugs on high level is breaker incen/sickle and railgun with supply pack, the railgun is the only method i have of reliably taking out both med targets AND chargers (from the front specifically). if i chose to bring a med clear build, the game throws tones of chargers at me, but if i bring anti tank, guess what, hardly any chargers, and an ass load of either spewers or hiveguards. if i could carry an eat AND a support, id be bringing eats and my laser cannon all the time. laser cannon is PERFECT for medium add clear against the bugs (bonus as it uses no ammo) and then the eat can take care of any charger that shows up. that right there sounds like so much more fun than what i currently need to run.
I like this idea but it isnt strictly necessary. EATs are in a pretty good place as a quick reaction to heavy enemies. I basically use them as a precision strike against chargers with additional rockets for titans. Only being able to carry one is annoying but makes them better for defensive actions. The commando does better on offense because you can travel with 4 rounds, but the longer call-in time means you cannot respond immediately to a new threat, making the decision between EATs and Commando actually require some thought. I would definitely not complain if I was allowed to carry a backup EAT instead of a backpack, but I doubt thats the direction they want to go in.
You deal less damage while walking backwards?!?! TF AH, I was wondering why after the latest patch when I was using the quasar cannon that a BT I was clearing shooting in the face was tanking more than 2 shots. At the time I was thinking OMFG what have the devs done now, did they make BTs tankier? You know what, with some mental gymnastics, you could think of it like the devs are giving you a buff when charging fearlessly head-on into the enemy, the "not one step back" buff.
its because of damage dropoff everything actually deals 1 less damage than it says on the tin, but for some reason walking forwards specifically adds 1 damage back because momentum or something
the BTs being tankier is not because of that. There is currently a bug where they don't take proper damage to the head and it often counts as a bodyshot instead i believe so bile titans are just overall seeming way stronger
That was like 2 patches before, when the Behemoth was mass produced. Did you not play the bug front? The solution is ez AF: walking to the Behemoth's leg in the last moment you fire your Quasar/RR, the armor will break.
I agree with all of this being buffed in the exact way and then just make the game crazier. That's fine with me. I'm just tired of running away from enemies instead of laying waste to them. Just give us more firepower with more bugs that are more fun to kill. Whole clips in bugs without doing anything isn't fun.
I think they should combine Eagle Strafing Run with Eagle 110mm Rocket Pods, so the rockets hit first to break armor then the bullets to do some damage. This way it could be a charger/Impaler killer while still having some chaff clear. Anyone else have ideas on how to buff the Strafing run? @OhDough?
An interesting use for eagle strafing could be that if gunships were in the area of the beacon eagle 1 knocks one of them out of the sky instead. Because it would be tough to give up your strategem slot for only gunships.
Guard Dog - Since you need to pick up ammo for this thing, it should have two firing modes: 1) machine gun for chaff clear and; 2) Rail Gun Mode where it does a basic RG charge shot, but this mode only has 20 bullets before you need to reload. Guard Dog Rover - Can shoot forever but cannot kill heavies, and everytime it hits anything with 'Armor Deflection' it shifts targeting to another enemy, preventing from being useless when armors are around. Alternatively they can change the nature of laser weapons so sustained targeting lower AP and can kill even heavies (but would take time). Both should allow a ship module to allow both rovers to target anything you ping within 50m.
Add in a 'no friendly flagging' mechanic to it i.e. if a player is about to walk into or is about to be put in the path of its laser shot, it stops shooting until said player is clear of the laser fire trajectory - and its a deal. *Also applies to player vehicles e.g. exosuits* This way, lasers no longer demand human sacrifices to keep working
holding cammando while carrying other support weapon would gave AH a heart attack lol Stalwart as primary would be sick af most of the changes you think of would change the game to be much more fun(gameplaywise not only by increasing numbers) would love to see it
All of these make sense. As someone who likes using the ballistics shield because it's cool, I say you should be able to lock into the ground, it would unfold a bit more and give extra protection with the caveat of not being able to move, this would also allow you to mount your support weapon to it for extra stability and protection.
Orbital gas strike reducing armor is a great idea that would make it a very interesting pick Also, gas grenades would be a cool future throwable (but those shouldn't have the armor reducing effect)
It's criminal that the orbital air burst doesn't benefit from the extra salvo ship module. Wilbur is the most powerful foe in human history. I need that one extra salvo to even the odds.
For both Mech Suits I've been VERY much wanting them to add the ability to self-destruct them into either a Hellbomb or 500KG. They could easily add it in as part of a ship module upgrade. However, I don't like the idea of it triggering the moment you depleted all your ammo. I think you should be able to open the stratagem menu from within the Mech Suit and ONLY have the option to trigger the self-destruct sequence and maybe also have the mech auto-detonate when it's been fully destroyed while in use. Lastly, while the Mech Suits could just release the user once the self-destruct code is entered it would be a cool idea if maybe the user gets ejected into the air and could maybe parachute to a safe distance before it explodes
i was never all that fussed about the nerfs but i really respect how much time and effort you've put into putting forward these changes, good on you for being more nuanced and respectful than most out there lol
For the devs to have such a boner for “mil sim” the weapons they have designed sure work NOTHING like their real-world counterparts, or even within the realm of common sense for the fantasy stuff. That’s fine when it’s in the service of FUN, but there’s none of that here.
everything involving the mechs seems great, really integrates it into the other equipment and mechanics instead of what we have now where they're just separated
15:56 had me laughing so hard. Seeing you have the o fuck reaction to a factory strider is funny. I also think a cool booster idea would be controlled deployment. When you get respawned you get a brief look at the map and can choose a drop zone around a 20ft from spawn stratagem.
On the topic of Railcannon Strike, I find it baffling on how they changed it from HD1 to HD2. It retained its compared effectiviness, but in HD2 the cooldown is ridiculously long. It was 60 seconds in HD1. Either significantly lower the cooldown, or make it oneshot BTs/F-Stiders. It was my fav stratagem in HD1, and I really like it in HD2, too. It's just really hard to justify bringing it to the loadout due to the cooldown. I get to oneshot a single charger every three encounters, whoop-de-whoop. Rather just drop an EAT and kill two with third of the cooldown.
Yeah, I really hope Dough's "increase cooldown" here was a typo. Even if it 100% consistently deleted the thing it hits, having the cooldown of a barrage stratagem for something that only handles one enemy is insanely bad value. The way I see it, it should have the exact same CD as the Orbital Precision Strike: Both are single-shots good against big priority targets, you can just choose whether you'd prefer completely foolproof auto-targeting and instant delivery, or a small explosive radius and objective destruction utility.
@@BackwardsPancake I agree, there's really no reason for both OPS and Railcannon strike to have such different cooldowns. A piece of me dies inside every time I see someone picking the Railcannon over OPS.
At this point Arrow Head should just hire you as the game balance dev, you have done and provided more in-depth information to the community and single handedly came up with solutions to most if not all of the problems with this game. You have come up with fixes and balance ideas in just over 4 hours and the devs cant even have a good idea in over 6 months.
I was not present on livestream and dont know if following points was addressed, but my opinion: - 2 Quasar charges feel too OP. It too much outshines Recoiless. Tradeoff Quasar VS Recoilles was in Inf ammo, but longer interval between shots VS limited ammo, but smaller interval between shots. - HMG could use some unarmored piercing (2 - 3 targets) to better differentiate from LMG. Alternatively use Backpack slot with continuous belt (AH, HEAVY BOLTER MARINES WHEN?) - To differentiate support flamethrower (from new warbond primary and secondary flamers) it could use some backpack to remove reloading and expanding fuel reserves. Shooting lying on ground (on ground only) backpack-fueltank could result in fiery explosion. - Commando and expandable being 4th slot seem like too much work. Maybe it could be 'backpack' slot - you keep normal support weapon, but give up backpack for expandable or commando. Alternatively need to explore idea of reloading them with ammo or supply packs. You carry no additional ammunition for expandable and commando, but if you dont throw it out after shot - you can reload it with ammo or supply pack (maybe it defeats whole idea of being expendable). - Self destruct on mech could be long hold of reload. More controllable and predictable. Expended mech could serve a little bit as cover so no auto destruct on ammo expended. - Jumppack in mech sounds too absurd. Propelled catapult - may be, but not mech jump pack. - Guard dogs On\Off is actually great idea. Sometimes you want to avoid some fights, but your dog barks and you now facing drop or breach - Stationary HMG bubble sound interesting, but much fair would be forward facing shield (energy or metal) - Stationary bubble could use some indication to know when it expires. More HP 100% needed. - On note of EMS explosions on bubble and tesla - maybe make dedicated EMS tower, that disrupts and slows enemies around in wide area
I agree on all of your points! Dough went too far on some of his ideas. And gods I am so hoping we get an ammo belt backpack, ideally that works with all belted weapons, even the grenade launcher! Maybe give 4-6 mags worth of ammo. Balanced by not being reloadable and having a 3-4 minute cooldown.
Honestly most of their issues could be solved by adding a variant system on top of the weapon system. You unlock a weapon -> you get XP using it, you reach XP, you unlock variants like: Flamethrower: 1. Long range, narrower flame, fires napalm, sticks to enemy 2. Same short range, instant start up on flame, can be fired in short bursts, lights everything on fire in range, fires faster Railgun: 1. Same single shot, but hits way harder, redlining means going through EVERYTHING and armor is a nonfactor for this thing, where you point it, it goes through to the maximum range. 2. Lower Penetration, only penetrates heavy armor like it is now on redlining. Now fires a horizontal arc and cuts through lines of enemies. Airburst: 1. Now fires bunker buster shells. Fires single rock, hits any surface, full armor penetration cluster fires in a cone from the point of impact. If hitting something bit, all cluster goes into it. 2. Rocket contains 2x the cluster shells, can be remotely detonated, they fire orr in a 180 degree front arc from the rocket. Less penetration, absurd horde clear. And so on. You get the picture. Possibilities would go through the roof.
Having all those damage and penetration numbers coupled with explanation what a "durable" part is within a game would certainly be nice. Also, maybe its time to finally add a 5th stratagem slot? It would be goated in all directions: end game progression goal, place for a wacky funny situational stratagem, better stratagem building overall.
Incompetent developers that created an overly complicated system (momentum based damage, a bunch of unneeded physics interactions, etc) and are now paying the price for their idiocy by being bogged down by the abstract systems they created. They can't revert the flamethrower changes because it would break their game, they said. They set themselves up for failure.
Fact is that these ppl doing theyr job basically are the reason why it is possible to have this situation in the first place. Fuck your survey about stuff i got SOLD, about stuff i PAYED for, about stuff that should be DONE and not YET TO FINISH when i purchase it. I didn't pay to check in on some fucking survey about a game, i fucking payed a game. This seems to be lost in the last decade, same when i purchased battlefield 2042 (the most disrespectfull moment i have ever witnessed in our face of gamers, preordering a game THAT IS NOT FUCKING FINISHED AND THAT IS NOT WORKING), same when i buyed pokemon diamond/pearl remakes. Literally there was NO endgame yet in the cartridge, the last boss-pokemon WAS, NOT, IN, THE, GAME. We all had to download some shit to actually have the complete game (BRO 50+€ FOR A FUCKING GAME THAT IS NOT EVEN WORKING IM OUT OF MY SELF). Even funnier is that: The content creator who shows this, benefits from it (cos he has a revenue from that content), The game creators got free job done and if they (IF) can read they'll get a better product to sell and promote for free, The ppl who actually do the job are those who god damn PAYED for the fucking game! That's utterly wild. WE PAY GAMES TO PLAY THEM, NOT TO FUCKING PLAYTEST THEM. OUR TIME SHOULD NOT BE RENTED FREE.
22:55 The problem with Eagle Rockets is that, aside from the auto-targeting, they are just a lamer, worse version of the Eagle Airstrike that only hits one enemy. It's kind of the same relation as the Orbital Railcannon has to the Orbital Precision Strike. I'd say, give them 5 uses, allow their blast radius to strip armor more consistently, and make their targeting heavily prioritize any objectives/buildings they can destroy. ...or maybe have it launch 4-5 SPEAR missiles instead, which will actively track any valid targets in the area (So if there is only one thing, they will utterly annihilate it, and if there are several, they will split up and weaken/destroy everything).
About airburst launcher: I've played with it a bunch (find it extremely fun) and I think it's maybe 50/50 skill and tweaking problems with when it detonates. There's definitely a 'knack' to get it just right but also it's very touchy with when it 'decides' to fuze and detonate. Ideally they should just borrow from irl VT fuzes and be more intelligent being able to sense their closest point of approach to a target before detonating, which they don't seem to do right now, and also perhaps able to sense when they will arrive at the greatest concentration of enemies all around them if they want to make it act like a properly advanced VT. This would make it much easier to aim directly into the middle of a cluster of enemies instead of having to get clever about trying to predict a path for the submunitions, especially if they then sped up the submunition spread and detonation speeds slightly. It's worth noting that a properly tuned VT projectile is extremely powerful because they are just so easy to use and I *think* one of the reasons they've made it work like it does currently is to make it more sensitive to skill in terms of how you use it. If it were very easy I wouldn't mind it being a specialist weapon for taking out large groups of weak enemies or groups of flying enemies and it not having that 'durable damage', but if it keeps a skill component then what you suggest is probably about right
Yk I use to hate seeing your videos in the recommended because I first saw your vid after like the first big nerfs with the railgun happened and stuff and I just saw you as a Solo Helldive nerd thats only mad because he cant solo helldive anymore and only cares about yourself and your experience. But I do have to apologize, you were right I didn't think they would keep nerfing and making the game worse and worse over time and now see that you were right all along and these buffs/changes seem like really good ideas I honestly think arrowhead should listen to these changes and your feedback.
Isn’t the recoiless rifle the weapon that’s displayed in the opening cutscene of 1 shoting a Bile Titan? If so, it should get the ability to do so within a certain range (maybe 10-15 meters?) so Bile Titans aren’t completely trivialized but we still get it “as advertised”
New Stratagem idea. Quantum Charger Backpack - Laser / Energy Weapons gain infinite ammo until Backpack is depleted. - Lasers gain beefy audio sound effects - Laser Cannon gains a select fire to charge up time increased by 1 seconds, increased damage, increased armor penetration wider beam that narrows down over 2 seconds - Quasar gains a select fire to increase charge time by 2 second for increased damage. - Arc Thrower gains 2 select fires -- the first select fire makes it rapid fire at a rate of 250 bursts per minute, however it has greaty reduced damage, but can stagger enemies, but greatly slows anything the size of a spewer or bigger, and prevents any attacks except melees. titans are unaffected unless targeted directly. -- the second select fire allows the player to charge the arc thrower for 10 more seconds, providing an additional 1.5 arcs per second charged All non supports have increased damage - Blizter can rapid fire without pumping, and the mag spins constantly all weapons have 0.5 second longer pullout times for plus an animation to show the helldiver connecting a cable.
Kinetic weapons should receive something similar too. Something like an Ammo Drum that connects to your support weapon (maybe only working with belt fed weapons). Would convert all your magazines into useable ammo that doesn't require reloading. Would be cool!
@@jooot_6850can't wait for a mini gun with a belt fed backpack that sounds like a-10. (And does good damage with chance to stagger but slows you down when deployed, relying on teammates to watch your flank)
@@jooot_6850 New Ship module Idea. Equipment workshop. - Enables customization of all equipment through a new area. all customizations come with their pros and cons to tailor towards specific playstyles without comprising other peoples playstyles. - upgrades are unlocked with samples - upgrades can be selected to be active or inactive at the workstation and the loadout menu - Multiple upgrades can be selected per equipment unless specifically stated to be incompatible with another upgrade Support weapon mods == [HMG Munitions Pack] == - Modifies HMG to be belt feed ammunition from a Munitions backpack specifically designed for the HMG - Munitions pack can be resupplied Similar to the Autocannon Pack Pros: - no longer needs to reloaded - has addition 1+ mags worth of ammo Cons: - 20% Movement penalty [does not stack with weather effects] - Equip time increased by 0.5s (First Equip only to connect belt) - Holster time increased by 0.25s - HMG cannot be used without backpack due to the receiver no longer accepting mags - occupies backpack slot - Backpack can be shot, which will cause it to emit sparks and emit and large explosion after 5 seconds (Backpack has health, and will not explode after 1 shot) == [Stalwart Munitions Pack] == - Modifies the Stalwart to be belt feed ammunition from a Munitions backpack specifically designed for the Stalwart - Munitions pack can be resupplied Similar to the Autocannon pack Pros: - No longer needs to be reloaded - has addition +4 mags worth of ammo Cons: - 10% Movement penalty [does not stack with weather effects] - Equip time increased by 0.4s. (First Equip only to connect belt) - Holster time increased by 0.25s - Stalwart cannot be used without backpack due to the receiver no longer accepting mags - occupies backpack slot - Backpack can be shot, which will cause it to emit sparks and explode after 3 seconds (Backpack has health, and will not explode after 1 shot) == [Machine Gun Munitions Pack] == Modifies the Machine Gun to be belt feed ammunition from a Munitions backpack specifically designed for the Machine Gun Munitions pack can be resupplied Similar to the Autocannon pack Pros: - No longer needs to be reloaded - has addition 2+ mags worth of ammo Cons: - 15% movement penalty [does not stack with weather effects] - Equip time increased by 0.5s (First Equip only to connect belt) - Holster time increased by 0.25s - Machine gun cannot be used without backpack due to the receiver no longer accepting mags - occupies backpack slot - Backpack can be shot, which will cause it to emit sparks and explode after 3 seconds (Backpack has health, and will not explode after 1 shot) Someone should hire me to work for Arrowhead, I easily could've avoided the disaster that was the nerfs in the overhyped Escalation of Freedom update.
I once again support all of these. The only thing I’d really add is add the ping targeting thing to ALL turrets, and maybe make artillery barrages drop their first shot on the beacon like your Walking Garage suggestion.
99% agree. Barrages I would have each volley land simultaneously so we aren’t waiting a minute for the effect on target. In terms of strafe and 110 rockets imo they could both use an additional use (neither do enough things reliably to become “meta” the 110 smart targets factories (which apparently it’s important enough to consider nerfing despite those buildings being functionally worthless) while the strafe could easily trade in half its range for 2-3 times the girth.
I’m unsure of how they could do it but allowing someone to choose if barrages happen all at once or over a duration would be good? Currently the over a duration barrages allow you to get away if you’re too close while the instant ones may just frag you without a chance to run That and it would make the orbital barrages the cluster bomb but actually hitting armored targets
@@Joemama-xw2wy This gives me an idea: What if the larger barrages had indicators for where the shells will land? Kind of like the meteorites do. So if you're locked in, you can play inside them and live as long as you keep reacting and moving.
There was also an idea about machineguns suppressing bots to stop them from shooting back, or at least from shooting accurately. So you could suppresss basic bots with the Stalwart, Suppres Devastators with the Heavy MG, and Suppress Hulks with the HMG
Great suggestions Dough; kept up with all your HD2 content. You were always on point, especially all the "haterade" vidoes lol. All these changes would be great, except the 30sec cd add to RCS and orbital laser having charges IMO.. but yea, seriously, well thought out and I would love to see some of this! Wanna make a point though. No matter how much [they] buff the "underwhelming" strategems, they will simply never be worth taking over more damaging and more useful strategems UNTIL (heres the kicker) they give more power to primaries/secondaries/support weapons (the latter of which I know you talked about). Right now, you cannot depend on the current toolkit enough to get through higher difficulties ESPECIALLY solo.. so you take the must busted things. Until we can handle crowds with our primaries, and handle heavies properly with our support weapons, the majority of players will always have to fall back on the heavy hitting orbitals/eagles and ignore the weaker ones On that topic, taking multiple Eagle Strike CDs work against each other with the rearm mechanic. It's limiting, harder to balance, and should be removed/adjusted. Sure, its nice to fire off 2 500kgs in 10 seconds BUT it would be much easier to balance and make fun if they just added smaller CDs to all of them (OR have them re-arm on their own independent of each other; wah wah realism; lol also a dated argument) Examples Eagle strafing run - ~15 sec cd, infinite uses... Now, you have a chaff killer and you can build a kit around not needing as much (this is like HD1 except in HD1 it had 10 uses) Eagle Airstrike - ~45-55 second cd (per rearm it's about 50sec cd at 3 uses WITHOUT the ship module to reduce re-arm by 10% if you do the math) List can go on, but just 2 examples :) In the games present state, I could never justify eagle strafing no matter the buffs, especially when orbital gatling exists, but perhaps a future where it can be used will exist. Cheers Dough!
ty, people already take stratagems that are objectively terrible in this game. there's no universe where everything exists on a level playing field but the goal is to provide meaningful choices by making stratagems useful and enjoyable
I've always thought a welcome addition to fix the mines is pretty simple: Remote Triggers Give us a stratagem command that manually detonates the mines you place. It would let you clean up your mess and make for a cool moment when you trigger it all at once to carpet bomb the enemies.
Good list. The only one I kinda disagree with is the medium machine gun. If you increase the ammo and give it an ability to reload while moving it essentially makes the stalwart machine gun complete useless. It would strip the perks of the LMG and give it to the medium machine gun. I think it should just get a damage buff. The heavy machine gun should be 100 rounds. 75 is too small in my opinion.
In this list the Stalwart would be moved to a primary weapon, so the Stalwart would not be useless - it just would fulfill the role of a chaff clearing primary. If they did make it a primary, I wouldn't be mad at it receiving a couple nerfs too. Being able to bring a Stalwart with your AMR or Railgun would be sweet!
Agreed, but unlike you disagreeing with one thing I disagree with a lot. Mech into Hellbomb, Armor Pen Grenade launcher, Tesla tower on Charger haha. Carrying Eat/Commando with another Stratagem. It's a challenging game, removing part of the challenge is lame.
@@jooot_6850 I do like the idea of the stalwart being a primary it’s actually my favorite machine gun. Been a LMG main since launch. But if you give the medium machine gun 250 rounds (same as the stalwart) the ability to move and reload (same as stalwart) and it has higher armor pen, and more base damage then sadly I see zero reason to ever take the stalwart. It turns the gun into the stalwart but better. It’s like say you have 2 guns that are the same exact gun, but one version is common and the other is epic rarity. The epic is a better version of the common, a straight upgrade. Same gun but literally better. So you’d be crazy to take the common one. The stalwarts biggest perk is its high ammo if you give another machine gun that perk and has more damage why bother taking it. That’s just my philosophy and opinion though 🤷♂️. To each their own.
@@twisted_abyss5654 Stalwart as a primary, machine gun as a support weapon, and med armor pen sidearm... what are you going to kill heavies with, orbitals and eagles? Lower difficulty missions this loadout can do, but this will not cut it on higher difficulty with more heavies. Just because there are more options does not mean that the game becomes 'easier'. You still gotta kill enemy units without dying - or at least, without dying a lot or dying to the stupidest things like enemy units not dying fast enough that they take you out of commission. The point is to have the game be challenging while being fun to play while avoiding having severely overpowered or outright broken weapons, and it is not easy to balance that. And people seem to forget the point of 'difficulty levels' - and i keep losing count of the number of players that scream and whine about how they should be able to solo clear super helldive with ANY LOADOUT they cobble together... They fail to realize that the reason it is high difficulty is that it has to be cleared with smarts and skill, or with a coherent, organized team, or bar all that, actually viable stealth mechanics... ...and not shooting at every unalerted patrol on the map, ffs... there's always that one guy who does it every time, and before you know it, bug breaches, bot drops and now you either HAVE TO run away or burn through stratagem cooldowns to deal with all this mess - that could have been just easily avoided by simply letting them just walk right past you...
Good changes but I would add one more thing for turret. Makes rocket turret focus heavies first and auto canon focus medium first then heavies . While I like the post changes rocket turret it is silly this stratagem is worse at dealing with heavies than auto canon.
I actually like the idea of having the flame thrower scare them. Because we know we are getting the acid thrower, which can act like the OG flamethrower. I think in objective missions that ability would shine. Spcially since we are getting mutated enemies soon.
I think a better and cooler way of doing this would making it a bit like deep rock galactic's platform gun upgrade that encourages enemies to path around them, so you can manipulate pathing of bugs and then quickly destroy all of them with concentrated explosives.
If we're going to give resupply 2 charges, meaning up to 8 boxes, why don't we just make it not shared at all and just reduce it from 4 boxes to 2 boxes? That way everyone gets their own resupply. The whole shared mechanic never really made sense to me anyway given the stratagems are supposed to be coming from your own ship. That completely fixes the problem. And in both scenarios, 2 charges x 4 boxes verses individual non-shared 2 boxes each, each person gets 2 boxes, which with how weapons/supplies works now anyway, you need 2 boxes to completely restock. I would be more onboard with the 2 shared charges if 1 box actually restocked everything. And another QOL, when you take a resupply box it should just reload your weapons. Right now you have to reload before taking the box to min/max. Given it's supposed to be a fun fast past horde shooter and not a competitive game, just make the boxes reload you so you don't have to think about it.
@@SteveAkaDarktimes But in practice it does not. It just frustrates people. The first thing that happens when you see it's on CD is "where is it?" and the person either doesn't respond or it's "idk". I would argue sharing resupply doesn't actually contribute to team play, but actually hurts it. After all support stratagems are not shared unless you choose to give someone gear. The actual team play comes from coordinating on objectives.
@@Luke42652 communication solves that issue in most cases, but not always when it comes to games with randoms i ask if we need resupply, call it in, take one, ping it so other players know where it is. The 'resupply drop' icon on minimap makes a LOT of sense - though i imagine it is only active when the pod itself isn't blown to pieces. Also, on extraction it makes sense to blow the resupply pod up (along with any support weapons still on the pods) because when the pelican lands, they retract into the ground, making them inaccessible, in contrast to when they're on the ground. This is for situations where three guys are keeping the extract secured and defended while the samples guy is making a mad dash for extraction after grabbing the supers, either from the rock or a fallen player's sample container from quite a distance away - that, or finishing the objective because blitz missions are godawfully short on time sometimes (uncoordinated randoms)
Since there's a focus on synergies here, how about a capacitor backpack? A backpack that, when worn, makes laser/electric weaponry shoot with more power. As a tradeoff, the backpack itself can be a weakpoint that explodes when damaged enough, killing the diver.
👍 Might I also add that armor needs to be looked at as well. Helmets need perks. The armor values need to be relooked too. Light armor can remain the same but this one would have the lowest stagger protection. Compensating because this one has the fastest movement speed and Regen. Medium armor I think you can keep that the same just increase the stagger more than light armor. Heavy armor increase the base rate from 150 to 175 or even 200. Have an even higher stagger threshold. Because right now there's really no reason to take heavy armor. You can get the same armor rating with medium armor and extra padding.
"I dont want to make the game easier" only nerfs enemies, buffs almost every stratagem. This games balance team is terrible but the community is giving it a run for its money, if these changes went through everyone would say the game is too easy and boring now (which it would be)
Disagree. Game is boring having to hide half the time. Not to mention I don't like 90 percent of strats. They don't do anything on 10. I wanna fight breaches not run from them.
For the strafing run; Since it isn't a bomb mounted to the aircraft, it should ALWAYS be available even if you don't pick an eagle stratagem. It wouldn't make sense to have a CAS vehicle and just leave it in the hangar.
I got some game mode ideas and new objectives for the game that you could use for another video such as this. *Map objectives:* Abandoned banks/ore depositss: Find banks or mine ore deposits that increase your budget and allow for increased use of stratagems with reduced cooldown in a mission. Also allowing for eagles to hold more armaments. Find the traitor: some people have defected to the automatons, gotta hunt them down or else the enemies will buff themselves to the current equipment that the play has in the mission. Zip lines: you can deploy them to move across canyons, move between high risk areas, (again make more vertical maps). Make them findable around the map and then be already in place around automaton bases. Weapons of the fallen: sometimes find the weapon of HELLDIVERS from prior games and basically get a free stratagem or antitank weapon of some sort. *More mission types:* Farming sim: take the reigns of a farmer on super earth controlled bug planets, or go into an automaton simulation, doesn’t matter it’s still the same; practice with different stratagems on different enemies to figure out what works best for you. Raid missions: to be unlocked once a planet is about to be cleared. Bigger lobbies with more enemies where you have the whole map, but you just kill everything. No objectives besides weapon cashes.
The recoilless rifle’s backblast should be emphasized. Imagine if it could clear chaff and maybe medium enemies in a decently sized cone behind you. Now that would be fun.
I think for the shield, you should look at The Division 2's shield where you can use whichever weapon you have. for this case you can't use support/heavy weapons on it. For the rocket pods for the eagle make where it has the same dmg as a Precision strike. you have 3 charges but it for the rearm it takes 108 seconds compared to the Precision Strike's 77 seconds. It might be a bit busted, but I think most players carry another eagle stratagem so they'd have to either use all the eagles weaponary. or miss out on another chance to use another airstrike because they choose to reload it.
why increase the orbital rail cannon strike, it can only target one enemy and then goes on a long cooldown, I would say keep the buffs and lower the cooldown by 10-20 seconds. and also I feel like rocket pods should shoot 3 or 4 rockets rather than just the 2, that way it's like the Commando (Rocket pods) vs the EAT (rail cannon strike), less damage but more shots and chances to shoot
I play often as a sentryman and I must say that HMGE doesn't really need all that much buffs. It fires the same bullets as HMG, but is way more accurate, turns rather decently now and it can fire all it's ammo without a single reload. Also last instance of HMGE does not disappear, so after half an hour there are a bunch of these sitting on the battlefield. Also you can stim yourself without animation in it. They need to fix the bug where reticle is not showing half of the time. Rocket turret has so much ammo, that I am unsure that it needs shorter cooldown. Agree on targeting fix Autocannon only needs one change: remove three round burst and give it a fixed fire rate until it runs out of ammo. Also agree on targeting fix. Tesla tower should have a feature that it does not zap players that are in prone position, because I remember it was in the description somewhere.
Thank you putting out a video like this. Even if we can't get all the changes, you pointed out a LOT of good potential changes not only to make it more fun but more immersive. Keep it up dough, love your content.
Id like to see the eagle strafing run combined with the eagle rocket pod. Think about it opening up with the rockets to strip armor and end with the machine gun to hit the weak spots
I would say you have made an absolutely great list of thing Arrowhead will now avoid doing like the plauge.We have been telling them since the start not to smash down the decent weapons. They have ignored us the whole time. Only since have we gotten a decent amount of buffs, but since then, things have gone down hill with them even actively nerfing fire just before the fire themed warbond dropped.
My approach to the Quaser would be, that shooting removes 60% cooldown instead of 100%, so you could quickly shoot a second shot before waiting for long :) Many damage thresholds on the heavies are 2 shots nowadays