This man is an absolute treasure, his knowledge and being able to balance how it works with video games is absolutely amazing. Never stop educating people about firearms!
Actually, I just had a thought about the fire version of the breaker. What if it's actually projecting some form of thermite pellets that remain vacuum-sealed until it gets fired out the barrel, igniting when finally exposed to oxygen?
Friendly machine gun captain here! In light machine guns such as the m240 and variants pretty sure including m249 have a switchable gas head below the barrel that controls the fire rate, usually set to 1 2 or 3 Much like they did in the game
The XM25s variable fuse system is definitely going to make a comeback in the evolution of drone technology. Imagine a drone system that can with each shot ensure maximum damage or utility on the fly. the bulk and time to use issues would be negated on a drone platform.
the devs playing with OperatorDrewski also a great insight on how much gun knowledge he has why the game is thoughtfully and carefully well crafted ie: being able to change MG's rate of fire for its rule of engagement
It should be said, that of all the guns, the Minigun is the one where the variable fire rate is part of the design, because it depends on the rotation speed. In comparison, it's really interesting to what lengths gun designers had to go to limit the fire rate of some guns so they actually become usable. Well, Railguns will definitely make a noise due to the explosive electric discharge between the rails and the projectile and there's always the point about your ammunition being supersonic
Gotta love a slow rate of fire thump-thump autocannon. That was my favourite weapon by far in the first Space Marine game, just a shame that you only really got it on the bridge assault.
The incendiary breaker looks and functions like the Spray&Pray version of the Breaker based on the increased spread and the magazine shape, which would mean it fires incendiary birdshot....
Early models of the MG 34 had a proper way to adjust the rate of fire using a braking mechanism inside the handle, later removed because of its complexity.
I'd like to see an episode on Nightingale once that's had some more "time in the oven". It has very nice 19th century weapons i had never heard off. You can also make them look very cursed by changing materials the gun is made of e.g. being purple & green.
I don't know if you have gone through every gun in the game yet (aside from the new warbonds), but i do hope that as we get more guns from warbonds you make more of these videos to cover the new guns. Especially since the devs are actively looking for people whith experience with guns.
17:45 You say that but the Swedish self-propelled Mjölner mortar system actually does this. Since the game was made by a swedish company that's probably where they got their inspiration, or maybe they came up with it themselves. Whatever the case, it has a real world precedent.
Sorry my man but the m240 mg has an adjustable rate of fire via the gase tube hole settings and the m2 50cal can be adjusted via the buffer spring stop.
"Extreme weight" *Proceeds to handle it like a champ, despite it's weight.* Either A) The "extreme weight" is only about 10kg/22lb (many guns are depicted as extremely heavy yet not going over that number) B) It actually weigths like 25kg/55lb (which *is* extreme to shoulder), and Jonathan *has a sleeper build.* C) It only weights 10kg/22lb but Jonathan is still *that buff.* The JAR-5 is just a 40k bolter, change my mind (don't waste your time...)
It's definitely satisfying to fire. Only gripe I have is that assisted reloads can be temperamental, gotten stuck in assisted reload state or just animations in weird ways that required a respawn to fix. Still, very satisfying weapon to use, both in handheld and turret forms.
A funny thing in regards to the front loading mortar; One of the ship upgrades is "Zero-G Breech loading: Replaces the current method of loading cannons - manual shell insertion down the front of the barrel - with rear loading, which is much faster."
When I read that upgrade I laughed for hours. Cause with how expendable soldiers are in the setting I imagined Space Powder Monkeys running along the hull of the ship every time I called in an orbital barrage..
@@Drakith90apparently, the armor or suit that the helldivers are wearing have the same materials as with your super destroyer. I don’t know the validity of this claim for it is secondhand information. Fun fact though, one of the ship upgrades(I reckon it’s the first engineering bay upgrade) has you give stimulants like ampethamines to your crew to reduce certain stratagem cooldowns iirc.
@@Drakith90 Similar to the Hangar upgrade that allows them to reload "mid-spaceflight". How exactly support crew are affixing 500kg bombs to Eagles in spaceflight is a worrying thought.
For the amount of environmentally interactive details they put into the game, that the capes don't billow violently as the nuke shockwave passes seems like a glaring miss.
To be fair: a lightning strike _could_ make bugs explode. The radical increase in heat coupled with a chitin exoskeleton (assuming it's chitin or a similar material) _could_ conceivably cause the same sort of intense pressure increase that makes trees explode during a lightning strike.
Also, they are used as an easy fuel source. I'm not familiar with the details, but they do seem to just have pretty volatile insides, which would definitely have spectacular interactions with lightning.
Also the magnetic forces generated by currents flowing over an exoskeleton will tend to compress the exoskeleton. The same effect is used as the basis of z-pinch nuclear fusion experiments.
@derekp2674 , fusion? I'm curious as I've not heard a lot about it. Last I heard we finally had the first successful positive-yield reaction and then the excitement seemed to die off a bit.
Two possible outcomes. Either it instantly boils a large quantity of the water contained within the bug leading to an explosion or the shell acts like a faraday cage and directs the energy around the outside to ground
Simple headcanon for lore purposes. The goop inside these liberty hating bugs is a poor conductor of the fuel of democracy. It boils into high pressure steam almost instantly when a current passes through it.
"One of out two, (because we greedy) maxim machinegun prototypes...". Jonathan might be locomitive of Gamespot but in hearts he still is british museum worker.
It has been an honour and privilege to bring you these episodes, fellow Helldivers! Many bugs and bots met their end to record the gmeplay, and many more will fall!
If you want to see a nuclear weapon in a museum, the Swedish War museum in Stockholm has one. Right next to stone-age axeheads. A very powerful exhibit.
Concerning the Sentinels, I came to the conclusion that it was not an AI per turret built in... but in fact, the command post from our Destroyers, as we sent the sentinels, who take control of the turrets deployed and blast all ennemies on the ship's radar sight. Which would explain as well why they don't make much difference between allies and foes, as they could only be dots on a screen.
@@a1ter120 but at the same time Helldivers are expendable and are used as such why put money and time to build an IFF system when you can just recruit more Helldivers.
They couldn't even afford to put simple remote or even timed arming electronics into the hellbombs. I'm almost positive that touch screen and related hardware costs more to install per unit than conventional remote/automatic firing hardware
An autoloading mortar that uses an arm to "drop" shells down the tube isn't as outlandish as you'd think. The swedish "Mjølner" and South Korean Wia 120mm both use a system like this.
@@AbyssWatcher745I’m pretty sure it uses normal mortar rounds which might mean they have to be loaded from the top and not from a belt like with what Johnathon suggested on how you would do an automatic mortar.
one thing that I have noticed is that if you use an action mid reload that prevents you from using the charging handle the gun won't actually be considered reloaded until you give it a second to do that animation.
Only if you run completely out of ammo from the mag. If you do a tactical reload with 1 in the chamber, it skips that animation. The same can be seen on the pump shotties. With none in the mag tube, you do an emergency reload + rack then reload the rest conventionally. If theres still 1 in the chamber you just reload conventionally
Happened to me so many times because I kept diving around evading dangers Trying to shoot and realizing the bolt isn't pulled back yet was kinda cool and clumsy like it jammed for a second
@@p0wer1337 Not only is that faster, but it's a cool detail - you skip pulling the charging handle is because you didn't clear the barrel and still have a round chambered. It's such a little detail that so many games ignore, but makes Helldivers even more immersive.
It's noticeable in small arms, but very obvious in platforms with longer multi-step reloads like the Recoilless Rifle, whose reload can be interrupted at three points between opening the breech, ejecting a casing, loading a casing, and closing the breech.
Shame there is no mod (yet) to play the chorus or pre-chorus of "When Heavens divide" (or "Nuclear") when nuke detonates Democracy may be eternal, but heaven is not helldivers' kind of place anyway
@@Feldflasche it conserves ammo, it can fit modern scopes, it's shorter (better handling), it's more ergonomic for fire on the move or standing. Don't get me wrong, i love the MG3 aswell, but saying that the MG5 has no upsides is just blatantly wrong
Lightning tends to superheat and fluids inside a target, causing them to rapidly expand and effectively explode. A tree near my home was hit by lightning and the superheated sap sent splinters as big as my arm flying across our garden. I imagine bugs would react similarly.
The terminids in Helldiver lore are also farmed for their blood, under the codename of Element 710. Having such a volatile inside probably does not help matters.
About the mortar, it might sound and look silly but this is actually how some more modern autloading mortars function. The swedish Granatkastarpansarbandvagn (which is probably the coolest name for a mortar carrier) has a system where a robotic arm contraption carries the grenade from a replenished magazine under armor outside to drop it into the muzzle of the mortar. It's really neat, the crazy kind of tank only sweden could fever dream up after inhaling too many Surströmming vapours.
South Korea has something similar as well, the KSM120 Skyfall, and there's a video of one of these systems being demonstrated detached from the vehicle it goes to that looks nearly identical to the Helldiver mortar. South Korea probably got to that idea from too many kimchi fumes.
It's also _excellent_ PR / advertisement for the Royal Armouries Museum (in Leeds!). Which is, I believe, also a part of the job description of most curatorial staff at museums.
Yes, you can vary rate of fire with any adjustable gas block, but that's not the purpose of it. I was thinking of selectable fire rates independent of gas setting (or in the absence of an adjustable block).
@@jonathanferguson1211Only thing I can even think of that's anywhere near that would be the G11, but still not exactly in the ballpark. German space wizards, man.
The Negev has 3, normal and high for belts like you said and a low setting for using magazines. They learned from the M249 that mags need a lower gas pressure/slower cycling
Generally, adjustable gas toggles are meant to deal with muzzle attachments, such as suppressors, compensators, and other attachments that could change the barrel pressure. Running a suppressor would increase the barrel pressure, causing blowback. Which can seize the action as unburned powder is forced into the action. So you shrink the aperture to reduce the amount of gas that can pass through the gas tube.
That's a recent development. Adjustable gas blocks are traditionally to allow proper setup of a machine gun and then continued reliable function in adverse conditions and/or when fouled. The same is true for service rifles, most of which were either never designed for a suppressor or never used with one. @@Mindpron
As a Swedish company, Arrowhead seems to have taken quite a few design cues from Swedish weaponry of today. The EAT and the recoilless rifle are the most obvious examples, but there are several others aswell. The mortar sentry is basically just an automated, scaled-down version of the recently introduced mortar system in the Swedish Army.
Yes, the lead designer and more on the team was Swedish military and has used CGs themselves. There is a video where the creators play the game with a youtuber and talk about it. Just as Jonathan notices and mentions in this in the last video, the recoiless rifle is based on Carl Gustaf and the autocanon friend reload is based on the Bofors canons.
The Dominator's gyrojet rounds are a dual stage. Uses the massive cartridge to give it a jump out the barrel, and then you see the jet fire up a short distance out the barrel.
The new set of weapons that’s coming out for Helldivers II includes a Pump Action-Shotgun style Lightning weapon, so I’m looking forward to the episode of you guys reviewing that. I’m wondering if they’ll eventually give players the mini Atomic Grenades (or a variant of them) from Starship Troopers, since this series does pay a lot of homage to that series.I can’t imagine that they wont also eventually give us their take on a Pulse Rifle too, since its so iconic.
This has been the most fun and well thought out bunch of fictional guns i've seen in a game in a really long time. Always a pleasure to see Jonathan's take on these!
Regarding variable fire-rate machine guns, the Israeli IWI Negev light machine gun technically has an adjustable fire rate. A lot of other guns do to but it's not exactly the intended use of an adjustable gas system, including this one. Position 1 on the Negev is for feeding from box magazines at 700 to 850 rpm. Position 2 will create the same fire rate when using a belt. Belts add drag to the system; I think using this setting on a magazine would make it shoot bit faster but would probably be unreliable. Position 3 is for belts under adverse conditions, gun all gunked up with powder residue and sand and debris. But on a clean gun, with the gas system opened all the way up to third position, you can reach up to 1000 rpm.
Almost every machine gun today has an adjustable gas system making them fire faster or slower. It’s weird that a supposed weapons historian of his magnitude doesn’t know that.
@@jacobs6771 He probably does know that but just hadn't considered it to be an intended feature of adjustable gas systems. When he talks about historical examples he references a deliberate design choice to give those weapons variable fire rates, and that's almost never the case in modern arms design. I only reference the Negev because I've heard stories of people using the gas system to change the fire rate, but that's not really how you're supposed to treat the gun.
on the 249 i think the older models still have it you can adjust the gas regulator and it increases rpm from like...750 to 1000? or something close to that if I am remebering right? Though they got rid of it with some newer ones i believe because it could also make it be under gassed and not work..or you could overgass it and break it.
The real advantage a revolver would still have in the future would be ease of handling large cartridges without more moving parts like a slide or bolt for a magazine fed handgun. It also has the all important looks cool factor.
Its an automatic rifle. Browning designed it with the intent that you use it like a rifle thats automatic. Basicly the predecesor to the battle rifle. The US pushed it into a SAW (squad automatic weapon) role that it wasnt remotly ideal for.
Saluting when the missile launches sounds great, but my group already has the rule that we give eachother a hug before boarding the Pelican no matter what.
A few vets who worked with the M249 mentioned that you could adjust the gas regulator to change the rate of fire, but the function is often to over-gas the system for reliability when it starts to slow down from heavy use.
If y'all do Ghost Recon: Future Soldier in a future vid you can slow down or increase the RPM of most of the weapons. I guess the idea was/is higher RPMs can provide better cover fire, apply more rounds down range, and give your opponent pause for thought. That said I never do that unless I'm messing around and firehosing a corridor. I prefer to slow down most of my rifles to improve accuracy and handling.
The Swiss army rifle Stgw90/SIG550 can change the firerate between 600RPM and 900RPM. But it is more used in case the gun is not feeding properly because of dirt or extrem cold
4:34 yeah, Swedish ksp-58/FN-MAG have alot of possitions on the gas regulator. That is primarily for letting more gas through if the gun is fouled up, but it also de facto lets you alter rate of fire quite alot.
Im pretty sure that the cybernetic prosthetic armor is a reference to warhammer 40k's Tyrannic War Veterans. Who are essentially space marines with many Tyranid battles under their belt. They have very similair looking prosthetic limbs. But the main reason why I think this is because the cape and background card of the first set is called Tyrant Hunter.
Something I Learned from Zach Hazard, you can adjust the timing on M2 Browning MG and its .30 cal counterpart, making it fire “faster” but also increases the chance of an out of battery detonation
I'd be interested in seeing Jonathan talk about some of the weapons of the Quake series. For Quake 1 I really just want to see him speculate on how the nailgun would work (I can't imagine he'd have much to say about the other guns except "yup that's a shotgun"), but from Quake 2 onwards the weapons start to take more design cues from real guns, and I think it'd be interesting to hear his thoughts on some of them.
Just once I'd like to see a game which accurately portrays the sound of a nuclear detonation, and the delay between being able to see the explosion and being able to hear it (at survivable ranges, that is)
Yeah unfortunately you kinda gotta design the sound engine with proper sound travel in mind. On paper/pseudocode it's fairly simple though, if the sound emitter is x game units away from player, delay sound playback by x amount of time based on distance, and then also whatever sound modulation/effects you wanna add based on distance as well.
@@crestfallenneet2167 For a special event like a nuke going off they could just "cheat" by having the sound delayed by a set amount of time, since the nuke is aimed beyond the playable game area anyway. That way there's no need to actually have the game calculate the sound delay.
Lets not forget the really cool feature where bouncing rounds can and will hit your teammates. I am being sarcastic, but it is a cool feature that i appreciate, even when it gets me killed.
On the subject of the over-the-shoulder autocannon, Barret actually made an over-the-shoulder .50 BMG rifle meant for engaging helicopters and other light airborne targets, the M82A2, the idea is to move much of the weight behind you so that you can hold and aim it properly while standing, which is very much necessary if you plan to shoot things above you. It was never actually adopted though.
Johnathan Keeper of Firearms & Artillery at the Royal Armouries " We have no nuclear weapons " I was never worried about that. BUT NOW THAT HE SPECIFIED IT! Johnathan where are you keeping the ICBMs!