One of my favorite moments from any match was team reloading an airburst weapon. I dropped in to a squad that had completed the objectives and were fighting across the map to extract. On the way I diverted a bit to pick up a fallen helldivers samples and since I hadnt brought a backpack I picked up his airburst backpack as well. Got to extract and there was the fellow, fighting with a new airburst launcher to hold back the hoard. Running up and team loading him brought on the best fireworks show the outer planets have ever seen, and the cheers in chat were great.
oh man yeah feels amazing when it happens. i had randoms, and there was one of those giant bugs like 5feet from me, guy runs up and loads me and we clapped it at the second it took a swing on us, id be dead if he didnt help me, those are some magic moments i tell you what.
Regarding the LAS-7 'Dagger': It's not a battery, it's a heatsink! If you don't use all of it, it cools off and you gain the ability to fire more shots without needing to reload, but if you use it all then the gun automatically ejects it. I'm fully onboard with Dave's headcanon that the recoil comes from fans (or maybe a liquid cooling pump) trying to move heat away from the critical components.
No its a focusing lens. If it overheats the lens fails and is ejected and you have to add a new one but if you give it a chance for the heat sink to cool it you can keep firing.
It makes sense for the fans to be ejecting heat forwards, hence the recoil, you already don't want any part of you near the end of the gun, so pump the heat that way.
@@olstar18 why would it be the lens if the lens is visible at the front of the gun and they don't say changing lens, they say changing ice (integrated cooling element)
@@z1dj. Changing eyes. Also it makes more sense than it being a heat sink as reloading instantly has it completely cool whereas a heatsink would have to cool down the gun.
Mechs are much more effective and longer lived if you use it like a Bradley, with your squad giving you infantry support while you focus on heavily armored enemies and large groups
It doesn't happen often, but every now and again someone will jump in and load for me while using the recoilless or the autocannon, and it's always come in clutch. Jonathan Ferguson if i ever, ever meet you on Helldivers i will be your loader.
The bushwhacker also has an alt fire where you can fire all 3 barrels at once, although with how often you are being swarmed in Helldivers I find it's much more useful firing them separately. Also the liberator carbine is really good on Burst fire. Nice recoil control with the option of spamming wildly
the alt fire can come handy in niche cases; a charger behemoth's front legs with armor peeled off can be blasted instantly off in a pinch, and it will outright vaporize a brood coommander at close range. obviously it's way more efficient to use the single shots, but it is useful as a panic option when you keep it on alt fire as default and switch back to single shot manually when you pull it out deliberately in a calmer situation. also yeah it's also exceptional against stalkers since it one taps them on the head and causes pushback-stun if not. perfect compliment to a loadout that can't deal with stalkers.
Given the fire rate on the Carbine, the pouch is probably just meant to be a counterweight to stop it from doing the M14 thing of deciding it wants to go everywhere but where you first pointed it!
thats a good idea, but wouldnt you want a pouch on either side of the gun in that case? otherwise one side is heavier than the other and your grip will be all off
When I saw the final black paint scheme for the AR-61 Tenderizer, my first thought was that the Starship Troopers Morita and the Halo BR-55 had a beautiful baby. I'm glad he thought of the same thing. Didn't really consider real equivalents.
The crew served idea would be better if the other person didn't need the backpack and they could just grab rounds from your own backpack. That would mean people could keep their own kit and not have to stick to their squad mate the entire time.
It worked better in helldivers 1 with the much greater team awareness everyone had. In the shift from top down to third person several core features have found themselves out of place. The game basically doesn't use the angle of impact mechanic at all now whereas that was one of the core features in helldivers 1. I think they need to make some weapons that will only pierce charger armour on a direct hit.
I might be wrong, but I'm pretty sure that's what happens if your crew loader doesn't have your ammo type. I believe they just take it from your backpack.
Man, it’s fun watching these videos, learning about video game weapons. Can we please get a Valkyria Chronicles video? I just know Jonathan would have some interesting things to say about that series!
Honestly, the best part of Helldivers getting new guns is knowing that once we have enough another one of these is on the way. Keep em coming lads and I'll keep watching every single one
For the Laser Cannon, Scythe, Sickle, and Dagger, instead of using a battery, they use something called an I.C.E., or Interchangeable Cooling Element. In essence, it's an ejectable heatsink, and like all heatsinks, if they get too hot, they need to be replaced. As for the Verdict, I'm shocked he didn't cover the fact that it fires 14mm rounds as a sidearm.
Crew serving in Helldivers would happen more if the player crewing your gun did not need to wear the backpack. (Honestly, it makes less sense that the guy loading you would wear the backpack cuzz that means it would take him just as long to retrieve the shell from his back to load you... But whatever).
Totally agree. Maybe in real life it makes sense that you'd have a second person carry the ammo for a heavy weapon. But 99% of the time your gonna carry your own ammo backpack because it just way too common to get split up. They listened to the community about having seaf artillery available after the destroyer leaves orbit so hopefully they'll hear us out on this.
It worked in HD1 because you couldn't leave, it's teamwork or die. Between the reload time, power and closeness of the enemy, only the most self-centred or bad players wouldn't crew reload.
The Crossbow looks inspired by the EK archery cobra R9, specifically the adder version with the magazine. At least the cocking lever under the crossbow and the magazine look very similar. The real one has recurve limbs though, not compound. I also think Hunt: Showdown deserves another video, so many cool old guns.
In response to Jonathan saying the bushwhacker "could exist" @<a href="#" class="seekto" data-time="376">6:16</a> It does exist, minus the future-y stuff that reminds him of looper, it is essentially a cut down Chiappa Triple Crown
With the mention of aiming phasers in Star Trek, my inner nerd decided to come say hello; For starters, many of the rifle and pistol style phasers across the various series actually do have integrated aiming reticles, like fancy red-dot in space type deal. They are almost never used, but they're still there. As for Starfleets other hand held phasers, the ones that look like TV-remotes or wtv (including the later, ergonomic ones) they have the benefit of being directly lined up with the forearm when held correctly. That makes the process a little more intuitive than it otherwise might be, and some reasonable amount of training (which most Starfleet officers would have gotten at some point) would make them fairly simple to use. No recoil and no need to worry about trajectory (the beam comes out exactly straight from the emitter...or at least it's "supposed" to, some of the older TNG and DS9 era shows didn't exactly get it right) make it fairly manageable....there's also the fact that under the vast majority of circumstances, Starfleet = stun, and a stun blast legitimately can make contact almost anywhere on the torso and it's going to do the job regardless.
I also like to see Jonathan react to the guns of Binary Domain, which is a cyberpunk game taking place in 2080 in Japan, and the weapons that the main character squad, the Rust crew, are equipped with are basically futurized version of modern guns. And the robots that you fight also have their own standard issue guns, there's also the underground Resistance, who built their own guns. The game was developed by the same people behind the Yakuza games. I would also like to see Jonathan take a look at the guns of Vanquish, a 3rd Person Shooter from Platinum Games, the weapons ranged from futuristic assault rifles, shotguns, LMGs and pistols to energy weapons that actually use the main character's suit energy to fire, too bad Vanquish didn't sell well enough to warrant a sequel, which is a huge shame since the ending is quite abrupt.
Jon, LAS weapons (Scythe, Sickle, Dagger, Cannon, Quasar Cannon) don't use batteries, they use an overheat system. If you don't burn out the heatsink, it'll cool down and let you use it more later. All this said, the Dagger has 200DPS up from its old 150, whereas the Scythe has 350DPS up from its old 300. In terms of "I am panicking and pulling out my sidearm because I need something dead faster than I can reload", it's a very poor sidearm. As a "I will mop up a couple of scavengers and pop mines" tool, it works well.
I appreciate it a lot from a consistency standpoint (that a direct energy weapon with no recoil will also logically have little to no force-based "stopping power" on the target), but it is kind of depressing to use in the actual game. Although, granted, so are all the sidearms aside from the grenade pistol.
@@ez_theta_z9317 What kills them is that they also have a very annoying amount of unpredictable innate spread. Otherwise, they would be great for hitting weakpoints. (Usually your shots will go in the middle of the floating "circle" reticle, or directly on the center-of-screen "dot" reticle if the circle and dot are overlapping - But with some guns, such as these ones, the bullets will deviate from these points unpredictably)
Might have to take a look at the game once. Could be fun What will be fun is when Johnathan Ferguson, Keeper of Firearms and Artillery at the Royal Armories museum in the UK, reviews the guns from the Deus Ex series !
<a href="#" class="seekto" data-time="46">0:46</a> I think that might be the first appearance of Joerg Sprave's crossbow magazine in gaming. The CB-9 looks to be heavily inspired by the Cobra Adder seen here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-drQnaLXkifo.html
Hi! Helldiver fan here! I noticed you mentioned the "battery" for the laser based weapons, in the game all laser based weapons have infinite ammo and an overheat system, if they overheat you have to "reload" and replace the cooler which is the "battery" you saw being inserted
The Airburst Rocket Launcher is one of my favorites. Many times I have killed myself and / or a squad mate with it, but there's been as many times where I've shot one airburst to an enemy squad and get like 10-20 kills with one rocket. It can be extremely powerful against squads.
<a href="#" class="seekto" data-time="625">10:25</a> those sort of remind me of a m2bradley's auto cannon, 25mm, but stripped out of like everything, just the barrel and loader assembly
As soon as he said people call the Tenderizer a G36, I felt physical pain and started saying it was closer to the Famas family purely because of it being a bullpup.
Cool for me and Mister Ferguson using the same penetrator assault rifle. I have been using that as my primary these days, and I am liking it besides my quasar cannon and hand gun to help with the Major orders from time to time I salute everyone else who uses that combo along with me
<a href="#" class="seekto" data-time="866">14:26</a> I believe the missing bits over Jonathan's shoulder are the tubes the rockets come in. They could be pushed forward to fit inside the launcher body, but extended out of the rear when firing. You can see the tubes in the shot from Commando, but they didn't contain rockets.
I think the P113 Verdict is a reference to Hellsing (the anime) where Alucard has a 13mm "Jackal" hellsing arms handcannon, the description in game says it is 13mm at least. But the visual design is most likely Desert-Eagle Mk23 USP match.
Hey there Jonathan! Actually, if you listen to the voice actors when they reload the laser weapons, they will sometimes say "Changing ICE!" as what the reload is is actually a coolant pack, which if overloaded will become useless and needs to be replaced. You touch on that for the LAS-89 Laser Cannon, but that also applies to all of the LAS type weapons.
That crossbow is designed by the slingshot channel as the first effective mag fed crossbow for self defense where guns aren't an option, very cool to see in aa game.
for the bushwhacker, i know chiappa has the triple crown, which is a triple barreled shotgun. idk if there is a commercially available sawn off version of that, but people has probably made one for themselves.
I'd love to see Jonathan Ferguson, a weapons expert and Keeper of Firearms & Artillery in the Royal Armouries in the UK react to Generation Zero, the guns look great imo and some are pretty cursed too Also would love the resistance trilogy
Removing the ammo on the sides was done at least as early as GoldenEye. I'm surprised games actually failed to do it. 92nd week of asking for episode on Bullet Girls Phantasia. 23rd week of asking for Loadout on games handling RPG mechanics of character and item progression with firearms and artillery (New Vegas is still king here).
The laser cannon is amazing against bots, it can sweep through hordes of small enemies, focus on the bellies and faces of devastator variants, burn through the vents of heavy bots and even take down gunships with ease by focusing on their engines
Jon, you can get camo skins for your Mechs from Viper Commandos, so you can be camo'd in the jungle planets. However, the Emancipator's autocannons basically trade most of its Durable damage for AP5 and a tiny bit more oomph on Standard damage. So it's worse at killing tanks, hulks, bile titans, chargers, than, say, an AP5 Autocannon Sentry sporting that *thick boy* autocannon.
There is an advantage to the crew serving, namely higher rate of fire and/or less downtime, and if the firer has an energy shield then you both get the protection. It comes in very handy against bots if you have a bit of coordination, which is hard to get with randos.
If i recall correctly, the liberator in the first game was bullpup, and the silhouette was very morita like. Additionally, it had a carbine, marksman and LMG variant which aside from the LMG was also very morita like. So the AR-61 is probably exactly them riffing on the Morita again.
<a href="#" class="seekto" data-time="42">0:42</a> Half Life 1 didn't have exploding crossbows except in the most obscure versions. But it is still listed as explosive in most instruction manuals.
Pointing with your finger is actually very accurate. The body has a sense for that, you basically always know where your limbs are, even if you can´t see them. With enough training and the right weapon design, you can shoot accurately from the hip using that sense.
Proprioception is very fuzzy though unless the limb in question is within your line of sight. In fact, its very easy to trick your sense of proprioception. Theres the magic trick of hitting a fake arm and people recoiling because their brain thinks its their actual arm.
Come over at Super Earth, we have: "Carl Gustaf" that functions like a RPG Tandem "NLAW" that also acts like a RPG tandem RPG with tandem warhead that works like a cluster submunition NLAW Spartan Laser IRL Javelin (malfunction and all) Literally holding a bushmaster lol
The malfunctions have been fixed for well over a month now. The Spear has since become one of the most beloved stratagems in the game and is a common sight, at least on higher difficulties.
@@mystery_exe Even when it was janky, I almost always bring it on robot missions. It got worse and worse with every patch that claimed to "Fix" it, a bit of a running joke. Now it actually does what it's irl counterpart does, opening tanks in one shot, a real joy to use. I used to be the only user, now it's a lot more common, and would be even more so had not the commando.
The Commando is probably most referenced to Arnold Schwarzenegger's movie Commando. I like the weapon as it hits really hard. I use that and the Airburst rockets
I still want to see Jonathan Ferguson, a weapons expert and Keeper of Firearms & Artillery at the Royal Armories Museum in the UK, react to the weapons of Cruelty Squad.
If whatever the beam weapons are firing are particles that aren't massless, then there might be some recoil. Since the beam is visible, they likely aren't just photons, so i don't think they are lasers.
Some day, hopefully some day I'll get to see Johnathan react to the weapons of Killzone. Also Mechwarrior, he's an arms and artillery guy, lets get some BIG weapons in a video!
The Emancipator (mech) will probably be very useful against the Illuminates. If you have an ally fire EAT's at things like the charger's legs or one into the Bile Titan's head, it's very useful.
The Commando was also in the first game! I never got to use it, so I can't speak as to how it functions, but I'm pretty sure it was reloadable in the original Helldivers.
Assisted reload is such a cool mechanic, but getting other people on board is a pain. I've avoided public matches (I've played enough multiplayer games that disabling non-friends was the first thing I did after leaving the tutorial), and when playing with people I know, they'd rather take their shield or supply pack than be my personal pez dispenser. The autocannon is fast enough to reload, but the recoilless rifle and spear sit in the armoury gathering dust because they're a one shot per fight deal. I get four times as many shots from the EAT-17, and don't EAT a backpack slot, at a drop in power that I barely noticed.
Since we're doing older stuff recently and third person shooters as well can you cover Ghost Recon Advance Warfighter and to cover the M8 series of weapons as well as the concept of the MRC-Caseless rifle please. I've been asking for this for 2 years now.
<a href="#" class="seekto" data-time="400">6:40</a>, the rounds just disappaering, instead of being taken to load them irks me MUCH more then having them there when I dont have any ammunition anymore... xD
A bit late to the comment section and obviously I’m in absolutely no place to request your time and effort but I think it could be neat if you made a video talking about common mistakes made by game developers when it comes to historical accuracy of IRL firearms? Or perhaps for games like this where reality is molded into phantasy, a video dispelling rumors and talking about common mistakes made relating to firearm mechanics in games being wrong or misunderstood :)! Not only as fun and interesting content but also a tool for anyone wanting to recreate or design weapons for games in the future :)!
As a suggestion for more guns, perhaps some of the new(ish) ones from Destiny 2 - The Call/Aberrant Action, Lost Signal and Still Hunt, with Xenophage and Hazardous Propulsion for something a bit stranger. Or there's the guns from The First Descendant but I think that might qualify as cruelty to Keepers. I think the Young Noble's Ambition is zeroed for either 2 inches or 2,000 yards...
Maybe it's just me, but I've held in my mind that the Liberator Penetrator looks a lot like the Russian Sarych. It has a fairly similar silhouette, and even looks like an unfinished mock-up to boot!
Yeah the Team Reload mechanic is a cool feature that no one uses sadly. When using the AUTO CANNON in particular its EPIC! edit: Fun fact, the Commando was also in the first game, and the auto cannon was nicknamed the "dum dum" in that game.