I definitely dont see it as overpowered, sometimes I die on the highest difficulty and when i spawn back in theres 5 hulks and gunships. Be able to at least have the ability to deal with them until I can get back to my equipment is a game changer. Having the senator and thermites makes it possible to have insane comebacks.
The sidearm changes are the biggest for me. The Verdict and Senator have always been my favorites to use in most missions, but I always felt like they needed just a tiny bit more power. Upgrading the armor penetration (and damage) of each is exactly what they needed. I couldn't have asked for a better change. Edit: The Senator does NOT need a nerf. The ammo economy and reload speed are terrible. That more than makes up for the power it has. I have waited far too long for it to finally be good. Just let it enjoy the spotlight, you cretins.
To be fair I think its BS that senator can take out heavy armor. But not a single AR can do that? It's so stupid. They should at least give adjudicater heavy pen and either keep the recoil or add more recoil for compensation so as not to have an AR that blitz everything with ease
I don't think y'all realize the size and shape of the bullets that these weapons shoot. AR rounds are longer and pointier. They are meant to go _through_ targets, but generally lack stopping power as a result. The Verdict is the equivalent of a desert eagle, which fires .50 AE blunt rounds with immense stopping power. The Senator is even bigger and fires likely even larger blunt rounds. Can you imagine the stopping power of them? With this knowledge, I have no problem believing those rounds could destroy a Hulk's weak spot in 3 shots. I could be persuaded for it to take 4 shots if the devs decided you crybabies had any merit.
Lol between the option to fire after each single bullet reload and the quick speed loader when empty it's far from "terrible". Hell it has the most versatile reload in the game. The thing is a beast now with heavy pen it never needed 😂
@@ThatGuySquippy Larger diameter bullets have to punch through larger chunk of armor. Pointier higher velocity rounds should punch through armor more easily. Fatter bullets have to make a bigger hole. So more damage makes sense, except against heavy armor.
yup. also Frag is amazing now. starting with a default of 5 is excellent incentive to take them over impacts and stuns. thermite is still king but now you're not locked into 3 nade types; stun, impact, thermite. now frags mob clears like crazy.
also the incendiary grenades are so good now at holding the initial wave of bug breaches down and shredding spewers. at 300 damage the incendiary will break the legs of spewers easily.
Was it always like that? I thought frags were default because they didn't even have the shrapnel at the start, so they really were just worse than the HEs
@@lileofficial4273 I was pretty sure they always had shrapnel, their description in Helldivers Mobilize was that they had lower damage with a larger aoe and longer fuse time. Their shrapnel did get tweaked recently though, they definitely weren’t worth bringing before.
Still covering Helldivers, just been busy with moving into my new house and I want to slow things down and take more time with these testing videos instead of racing to get them out ASAP. I want to focus more on the quality of the videos, even if that means it will take longer to upload and the videos are close to 30 minutes.
@@SwanyPlaysGames personally, I prefer longer more in-depth videos so this change sounds great. Many times I just listen to videos while I do something else so it's not like I mind the video being longer.
The punsiher change you were feeling was done to all plasma shots. All plasma,shots regardles of what gun has drag now so the shot will get slower the further away it gets from the barrel.
I'm hoping this means they'll buff the punisher plasma so it reloads like all the other punisher weapons since I'm sure they'll be tweaking the look of the gun if my wish comes true.
New jetpack is superfun... jumps you forward so fast if you hit walls etc and fall down like a sack of potatoes. OR if you are just a little little short of the height and your feet hit, and you faceplant and ragdoll. =D
I notice it not letting me vault nearly as much. Many times I couldnt get to places I could before. Also a good thing is it seems normalized between armors so now isnt as penalized for taking it with heavy.
@@lordgrey5223I noticed the same thing. The extra forward momentum means you need to be further from the object you're trying to jump onto. There's also higher chance of overshooting
@14:27 Just saying. This game isnt rainbow six siege where you only have a couple ways of healing. this game EVERYONE has the ability to stim themselves and do not need to shoot themselves with the stim pistol. the healing is fine because its not meant to be an emergency "save my friend" option. its there to top your team up for the next fight, get people moving quicker with the experiemental stim booster and the infinite stamina. I love the stim pistol and right now i think its in a good spot. you dont need to shoot yourself and you dont need better healing out of it
@@SATELLITEDOWN7735 right now with the buffs to the stim pistol, if you are standing still to get hit, then the person shooting is a bad shot or you are far enough away that the 5 spread matters. play with someone that uses the stim pistol a lot and you'll see a big difference between someone who sucks vs someone who is actually kind of nice with it
@@Kanielwhiskey exactly. a lot of people use it wrong because they dont know how to be a support. hell when i play with it, im not using it with the intention to heal people, im using it to give the team a defense and speed boost in the middle of a fight, making the idiot in heavy armor run faster, topping people off with their hp for the next fight so they arent wasting a good stim for 5% hp. if its an emergency situation then im magdumping stims into someone
@@bugsy3209 The other person then gets left behind bc they aim...or everyone can run together and just use the supply. Especially if you aren't coming back to the location. Never I have I thought "man I wish I had a guy with a stim pistol here" It's not worth it. You say it's faster, but at best it's the same speed but now has a margin for error.
As a support diver, the stim pistol changes are great and were very much needed. It's easier for me to tag a teammate multiple times and from a farther distance. I've saved teammates with it, and worst case, I save a stim use for my teammates or give them some extra stamina for running. I personally love it
It needs a rework, helldivers die in 1-3 hits so usually even if you're constantly aiming at someone they will die before you can heal them, or the moment they get hit they stim themselves. And if you're just waiting for people to get injured it means you're doing nothing when you could have been taking out the enemies that are about to hit your fellow diver. Try as you might you get max a couple of uses out of it per match where any other sidearm you could use for 100% of the match.
@Suomiwimbula I totally agree with the idea that teammates die within 3 hits so it'd be futile to even try to save them. But there's so many times where a teammate escapes the final hit and need a smidgen of health
@@davidaguilar703 In my experience they just immedietly stim themselves, even when using voice coms to tell them that I'm going to stim them its such a reflex at this point that they do it faster than they can process my callout.
The orbital airburst strike is (and was prior to the patch) very dependent on the position of your destroyer and the angle of the terrain. Since the shape of burst is a cone who's point is some distance between your strategem ball and your destroyer, the pattern where it hits the ground can either be a circle, or an oblique ellipse that's potentially very off-center. If it seems less accurate than it used to be, it seems likely that some of your tests were simply from a location where the destroyer was firing at an angle.
@@lileofficial4273 not as far as I can tell, it is more like orbital drift. It doesn’t move much over the course of a mission but I do notice the bursts com in from different angles even if used in the same general map location.
15:10 Just letting you know Swany, you need to hold the knife’s aim down for a second to get it to fly straight. In the footage you throw it too fast and it leaves your hand wobbly. They are gimmicky, but you’ll have more success knowing that. Cheers man great video 👍
Kind of same effect on thermite. When u pull the pin if thrown immediately there is a much higher chance of it bouncing off. Pull the pin wait a sec and you will hear a click* then it will stick when thrown, 99% of the time.
I said the same thing about the Drone store/activate. There's no reason that it shouldn't auto-reload when you store it. I really hope they make that change
And it wouldn’t be used for it purpose anymore if they did. It wouldn’t never hit a teammate again. It’s should track to teammate like lock on or make it regen a teammate for a minute slowly to make it different and worth bring.
There is literally a supply pack backpack and you complain about a gun which only stims and doesn't give ammo and grenades as well? I think your complaint seems invalid. People stimming themselves with a gun, or with a supply backpack. What does it matter.
Frag grenade has more radius. Also it is basically shrapnel. Great against bugs cos they are less armored and have more fleshy parts, so it purpose to be more effective against smaller enemies. Also +1 extra nade is always good. [edit] for those who laughs. Translating to my language "frag" and "shrapnel" are different things in general and when talking about grenades. It called "Frag" no doubt, but it performs and looks identically to in-game shrapnel effect.
@@AndroidPoetry basically shrapnel, which implies it isn't or wasn't. Zero reason to say frag and shrapnel when they are the same. It's like if I said a frag shrapnel grenade.💀
It now dealing more damage than the old HE and impacts used to with a 10 meter radius PLUS shrapnel is actually great, I haven't taken it off my load against bugs since the patch and I'm getting massive crowd control from it, they also 2 shot chargers if you throw them under it
Jetpack is amazing, and they're going to make it so you can shoot while flying through the air. It pretty much offsets the penalties to heavy armor if you have the stamina boost thing. Very fun, I went from being late to every objective, to being in front of all my teammates.
The punisher didnt get stealth nerfed. The plasma PROJECTILES got changed, and they mention it in the patch notes. they have much more air drag. The muzzle velocity of the purifier is just so high that it doesnt feel like it applies to it
The plasma punisher didn't get a damage nerf. It technically got a damage buff, because prior to the patch the projectile detonated before hitting the target sometimes, dealing only the explosion damage.
Honestly, I'm glad that the stim pistol isn't something you can just shoot yourself with. If you could, many could argue that there's no point in bringing any other pistol, as having so many extra stims kinda defeats the purpose of having a pistol that lets you stim others. Though, I would enjoy the thought of stronger stims inside the pistol.
Lol, Guard Dog has always been worth bringing. Even before the buff, using it back to back with the Rover, you would objectively get more kills and less team kills.
The plasma drop-off was mentioned in the patch notes. It was intended to make the plasma weapons more consistent; all plasma weapons now have high projectile drag and the same gravity. This hasn't changed the Purifier and Scorcher much, but the Punisher Plasma definitely got nerfed by this change.
I've been running Purifier, nade pistol and gas nade. With Eagle strafe, Jumppack, EAT and MG sentry. Light Demolition Specialist armor for extra gas. Massive amount of low cooldown firepower and extra mobility. Against the bugs... I'm absolutely unstoppable (untill my sentry kills me or I gas myself) Tactic is to pingpong around the battle map to get good angles for strafe and EAT shots and use MG sentry for support fire. And gas nades for breaches and stuff. Also I'm lvl150 with ... too much time played. 😅😂
Stim pistol is goated when you arent playing with random, non-communicating teammates. In a squad that plays together regularly, two players bringing stim pistols means everyone can save their carried stims for true emergencies, and get topped off by the two stim pistol carriers, who can also top off each other. Stims fired from the pistol also restore stamina, and if you bring the stim booster, grant damage reduction and speed. This is useful on the bot front for those of us that wear heavy armor, as we can stim each other and get around the map quicker, while still retaining the buffed damage resistance of heavy armor. The booster effect is also useful on both bots and bugs for when you're a bit away from the melee but your buddy might be in there, you can stim them to prevent the bug claws or chainswords from mulching your teammate. Basically, play with a friend with voice comms, and both bring stim pistols, stim booster, and heavy armor to the bot front. Vitality helps as well since it increases your overall damage resistance. This lets you develop tactics akin to a TF2 Heavy and Medic pair vs bots.
Thank you SO much for supporting the stalwart/regular support MG. I'm tired of most streamers hating on the lower MGs because 'damage is king' etc. There is something to be said about playing in teams and having superior support fire.
@@Daniel-Supreme god is not involved in politics, and if he was, he most definitely wouldn’t be a republican. You don’t speak for the creator of the universe
I was an autocannon enthusiast back when the game first dropped, and I still liked it, but wanted to diversify my playstyle and tried to run other builds. We didn’t even ask for programmable flak rounds, but just that simple change cracked open so much potential for AC primary builds. I’ve been loving this patch, can’t wait to sink my teeth into all these changes
the airburst actually does a bit more damage now because (i think) its explosions are the same as one of the buffed grenades! it still doesn't take out berserkers and devastators in one spread shot, but its fodder-clear should be more consistent now
I totally agree with the plasma punisher which was my favorite weapon against bots. I often even had the problem that the shots just flew right through the enemy without exploding. The hitbox seems waaay smaller than before. I really hope that they revert the change. I really like this update. In my opinion they only messed up the plas punisher.
@@Daft_Vader yeah it's amazing against bots, idk about the default variant but considering it can still one tap their heads it's probably not bad either
5:33 that is not all they said. They also said in the patch notes that they reworked how all the plasma weapons work the same in the way that all of the plasma projectiles are starting fast and go straight and then start dropping hard, that's why the punisher plasma feels so weird bc is the only one weapon with the least "bullet speed" so it's A LOT easier to see the change. Same with the smoke "change", idk where u read ur patch notes but they DID say that they fixed the automatons so now they actually get blinded by smoke and stop shooting u through it or shooting u even if ur hiding behind rocks or even shooting u through rocks
I thought I was going mad - I keep reading that the post-update Plasma Punisher "slays" but, like you, to me it feels awful. It's not hitting anywhere near as hard, right? It's a knit pick among all the great stuff in the patch, but it's s shame that a once very solid weapon has been effectively neutered. Hopefully it's an error that will be rectified?
The Plasma Punisher does still kill things very quickly, it's the behavior of all plasma projectiles that was normalized to one standard. The Plasma Punisher has a set range due to this, you can't arc it like a mortar now. It's damage wasn't changed at all, but accurately using the weapon has changed, you basically have to relearn the weapon now, to a greater degree than the Scorcher or the Purifier.
@@ChrisWilliams-lf8ex it's possible there was stealth nerfs, but personally I think what's going on is that the gun was never really that strong and now that the other plasma guns feel so strong, that one is the reminder of just how weak the plasma guns really were pre-patch
The best buff imo is the jump pack, i love the stronger forward momentum because i have ragdolled so much by flying into branches or cliff sides and its hilarious
Now that you mention it, I am incredibly jealous of new players. Helldivers 2 is one of the only games I have bought within a few weeks after release, but Arrowhead will continuously add more and more content that I won't have to work for or as hard to get the new content.
They literally haven't added a single new piece of content besides mechs and a couple mobs. You're delusional. This game has always been doing the same thing with no new bosses, vehicles, factions.
Flag raise missions - Different weapons are better for different situations. On the flag mission you have breaches (on bugs), and breaches that are actually really close together. This makes them easier to deal with (kinda). Napalm excels here. Grenade, Eagle napalm, even orbital (which is tricky). this is actually pretty much the best use case for cluster bombs because the obscene line will hit multiple breaches. airstrike can hit two breaches plus it damages heavies. sentries can be absolutely huge, but it depends on placement. I find they’re better off to the sides. Mortar at your own risk. EMS mortar is very strong and can go behind your flag position. Don’t sleep on the machine gun sentry for bugs or rocket for bots. Orbital Gatling is pretty much the best on bugs. If two are close it’ll hit both. It’ll keep hammering them for a long time. Orbital airstrike is also devastating. Keep in mind the radius and throw it far enough to not hit friendlies. The radius must be used to hit two breaches. A single breach target is a waste. Orbital gas is hard for me to judge. In theory it should be amazing. The orbital napalm, 120 and 380 … use at your own peril. Napalm should be strongest. You need roughly 50-55 meters of space to not hit friendlies. If you use this it should be about 30% into the flag raising and let it keep burning to decrease pressure. Temping for others to try and sneak kills with their own drops, but they’re better off waiting to be more effective.
100% agree with the shield generator, i used it a little bit before the changes and it was okay but felt a little underwhelming, so i'm really glad it's better now
The Senator absolutely slaps now. It was always fun to use but now I think it's a little OP, tbh. But it's great because it opens up way more build diversity similar to the thermite buff.
agree with the adjudicator, it only feels a bit more powerful than before but still burns through ammo fast! love the frag grenade now, especially for swarms of bugs since it is has medium armor penetration with bigger blast radius.
The way i found to use the new guard dog is to actually use it more actively than the lazer, most of the time keeping it stowed. But if things got busy i toggle it on and it'll mow through a group in a way that the lazer dog probably wouldn't have managed. And while yea it definitely should reload automatically when you stow it I get around this by when im done with it I let it empty whatever mag it had and toggle it as it goes into reload which will make it stay stowed once the reload finishes making it ready for when things get hairy again
Autocannon flak mode is killer against bot drops. Shoot the belly while it's coming in. 1-5 shots depending on luck and type of enemy and the entire drop is eliminated. No recoiless required to shoot down the drop.
They talked about the punisher plasma in the patch video, the muzzle velocity increased a lot but the drop off of speed is quicker, and the ball drops hard and fast
The HMG got overall nerfed this patch, even with the extra ammo since it's armor pen is worse. I liked the old version of it, even taking into account the extra ammo. And that's not to mention how compared to everything else that did get buffed up it really feels like they neglected it.
Plasma punisher was NOT stealth nerfed. What they did was clearly listed and it's was was done to plasma as a whole. They go slower the farther they travel and with the plasma punisher already haven't a steep ark this results in the projectile effectively stalling. This limits the weapon in the oddest way that I've never see in a game before that if you fire the gun at eye level and up to around 80 dageees up your shots will all land in the exact spot 45 meters away. This renders the gimmick of firing over cover next to useless because the only things you are going to hit have to be taller then the cover your trying to use or at that 45 meter mark. No point using the weapon anymore since the crossbow doesn't the exsact same thing but better
Blitzer plus updated guard dog is insanely good. Only downside of the blitzer was it’s struggled against medium enemies. Now you stun with blitzer and Guard dogs destroys them, super fun
I personally like the frag nade simply because, over the very good blast damage after the buff, it's not rare for it to kill things well outside of its blast radius due to all the fragments it shoots around, it's also a really cool grenade! :)
I was likely one of the VERY few Purifier mains before the upgrade. I loved the explosions making things stagger, and you could do some pretty amazing things with sniping. Up close? Was tough to survive, but that's where a good Jetpack jump came in handy. Now? This gun rocks! I love being able to fight up close now, though i need to remember I don't need to charge the shot. Hard habit to break, but I'll remember eventually. Need to try out the scorcher now - I actually didn't see that upgrade, so maybe it'll be a little more fun against Terminids now (wife only plays bugs), so might be fun.
Scorcher ammo is usually not an issue if you visit Points of Interest. Also primary weapons that have a worst ammo economy but good burst damage go well with any of the machine gun stratagems that dish out ok damage over time. In the end if you really don't want to stop shooting ever try adding in a few laz dagger shots to your gunfights.
Mostly came here to hear your thoughts on the Plasma Punisher. I'm in agreement that it feels a lot worse now. I was a Plasma Punisher main up until this update. I personally feel like what they were going for is: make the Plasma Punisher a short range weapon, and make the Purifier a long range weapon. That would leave you with CQC Plas Pun, Mid-Range Scorcher, and Long Range Purifier. But this was a classic case of 'if it ain't broke, don't fix it'. The Plasma Punisher filled a niche role, and there weren't a ton of people using it. But for those of us who dedicated the time and got really good with it, it was a huge benefit to our allies with the stagger and cluster bombing. Now it's just... bleh. It takes a lot more shots to kill small clusters of enemies, and it feels like the rounds go through the targets 50% of the time. I was trying to use the weapon again today because I'm stubborn and don't want to give up on the weapon, but I found myself cursing a lot because I'd run out of ammo trying to take down smaller enemies and there'd still be enemies left over to call for reinforcements.
I feel you, I had the exact same thoughts. I mained the plasma punisher and got really good at landing my shots in clusters of enemies. With it's range much more limited and the new dropoff making it harder to figure out your shots I think I'm going to have to move to something else. It filled a niche role and now it's just meh.
Punisher plasma nerf wasn't secret. They mentioned they standardized the arc for all plasma projectiles to travel fast at first but drop off in speed quickly, giving them more of a straight line shot before the drop off than an arc like they had before.
They need to remove the momentum “buff” from the jump pack. It’s such a detriment. You clip your leg on something and rag doll for 5 seconds, unless the enemy decides to rag doll you longer. It use to be awesome for infiltrating automaton bases, or escaping big nests. Now it’s exclusively for running away.
5:38 reread the patch notes, then. They specified how plasma projectiles function, which encompasses our plasma weapons. PlasPun no longer arcs over cover like it used to.
Stim pistol is in an extremely strong spot right now, it's better used as a premptive combat enhancement rather than a replacement for stims, you do it right and you just constantly give your allies passive health regen. And if you run experimental infusion speed boost + 40% damage resist for the full duration that you get about ~240 seconds of up time to apply assuming perfect hits which yea not easy but that's also not factoring in resupply ive turned teammates into doomguy constantly stimming them while never running out of ammo
I friggin love the new jump pack, it actually makes heavy armor really nice now; you can move faster than light armor (assuming they don't have a j-pack also), AND take 45% less damage than light armor! I think, I'm not a stats kind guy, I just heard heavy armor reduces incoming damage by 25% and lght armor increases it by 20%, so I just did some addition and yeah
Guard Dog - It’s not on par with the rover (laser version). It’s dramatically better. You need to be used to picking up ammo in the levels. They don’t tell you what the overall ammo is. Just a what it has in the current mag … is it the last mag you have? Who knows!? But, that mag is 80% … good luck! On bugs it’s an absolutely huge impact. It eliminates littles and even mediums at a really high rate. It lets you genuinely take out two targets at a time all the time. And, because it excels at taking out littles, it relieves pressure. Fewer things get near you. Be in the habit of checking points of interest and picking up ammo in the level and it will very rarely run out.
I feel like the throwing knives should be able to oneshot Devastator class enemies and below. Say they have a built-in high voltage taser that fries bots (and bugs) when they're smaller and can stun bigger bots/bugs
Had been RPin as Roughneck for a couple weeks now n was using the tenderizer as my main weapon.. so I’m always switching over to the higher rpm n use the burst function to manage my ammo a lil better.
Grenade launcher should receive a magazine buff for armor that includes +2 Grenade armor passive to include 2 extra mags for Grenade launcher for anyone with that passive; saves Divers from depending upon supply pack as much fo those that wanna rock a Grenade Launcher build
Just recently came back to the game since probably a few months after launch from just getting burned out, having so much fun, especially on PC with all these Star Wars mods, being Boba Fett fighting clankers in this game is so good
See, the Punisher Plasma was sort of a hybrid between a slug shotgun (good range, high damage) and a grenade launcher (fired in an arc, AoE effect), and awful at close-range because of self-damage. Now it's weak as a slug shotgun (low damage) _and_ weak as a grenade launcher (poor range + AoE), and awful at close-range because of self-damage.
16:35 The default grenade gets 5 slots. So technically it's optimal for bug hole and bot factory destruction. We just have more than enough strategems that can take them out from a distance now as well as the grenade pistol.
The armor changes are really padded by the enemy damage changes, I noticed getting one tapped way less by striders specifically (might also have to do with the line of sight changes, i feel like i get rocket-ragdolled out of cover less). The laser hulk going back to a rocket launcher is also just... so so nice, night and day difference with that thing.
the verdict can kill a hulk with same amount of ammunition as p4 senator to the energy pack. You can reach it easily by using stun grenade and just dive behind it. It also reloads mad fast. I think that's a way bigger buff than what p4-senator got. Now p4-senator is actually useful instead of dirt useless.
Overall great changes but i would like heavy armor to feel heavy and not just slow. And by that i mean: harder to ragdoll and ragdoll less distance and height, also less flinching aim when getting shot at by bots, and more damage reduction. It just still doesn’t feel tanky in my opinion ( but maybe thats what they’re going for)
Have to disagree about the frag grenade, it’s incredibly good when fighting bugs, since the amount of shrapnel can help with large groups, especially chaf. But it can also damage most other bugs (bile titans not included), and I find that good for ammo economy, have to spend less bullets to kill a warrior or a hive guard.
Appreciate you taking the time to make this breakdown video. Even though you implore us to check out Arrowheads video on it all which I did, I still prefer and enjoy how you explain everything Helldivers related. Keep up the great work and flow at your pace when making content 💪🏽
I still wish the liberator carbine had a bigger mag size, almost like a mini stalwart edit: am I crazy or did the adjudicator already had 30 per mag before... they said it was buffed but I feel like it didnt change in that aspect
i think that the backpack strategems that have disposable variants should get those programmable ammo types RR having the HE and AT rockets vs. EAT having only AT is a good way to set precedent maybe the Spear can get a secondary function while the soon-to-be-added Stingers remain as AT
Stim pistol is awesome if you can get your team to stand still when you use it. Use medic armor and the medic booster and they get an extra long boost and I healed a teammate from half health. It can be clutch when you see your teammate running from a spewer and its quicker to heal your teammate than it would be to kill the spewer
The plasma punisher seems a lot weaker now, but that's probably a good thing. I just couldn't hit anything that was 50n or beyond, I used to dink bots at 100m no problem. The slow fall for the projectile makes it a lot harder to sight and hit at these distances. The new hit boxes really hurt the punisher, too. I swear, my shots were going under their arms and between their legs. Prepatch, they blew up if they got jobs if near a bot. The gun was kind of auto pilot, it may have been too good, due to the way it stuns big bots. But I was surprised, since it's been my go to "i don't want to have to think" weapon against bots. It's very different now.
i guess this is just me but i like the plasma changes. scorcher and purfier both feel still good. they always where a sudo side grade to the dmrs so its nice that they are more unique