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How to Fix Exo Suits in Helldivers 2 

OhDough
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28 сен 2024

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Комментарии : 636   
@brycehoffman1521
@brycehoffman1521 4 месяца назад
Alexus has heard you. To bring the mech armor in line we’ve decided to extend the light leg armor to the rest of the suit. Additionally, we’ve misaligned both barrels to account for the increased accuracy of the right arm, and reduced ammo by half.
@TheCleon
@TheCleon 4 месяца назад
And mech suits now are hand cranked so you have to leave the mech when it runs out of power to manually crank it to turn it back on
@noble_lemon
@noble_lemon 4 месяца назад
It's kinda meme now
@wafflecopter9296
@wafflecopter9296 4 месяца назад
A mech bay in the ship for upgrades. 1. Higher health and explosive resistance 2. 1/3 more ammunition 3. Higher damage to armored enemies 4. Timed detonation. After critical damage it has a countdown before exploding giving you time to get out
@kmel3588
@kmel3588 4 месяца назад
I dont like critical buffs being hidden behind the sample grind wall tbt
@spartanhexus6759
@spartanhexus6759 4 месяца назад
i'd swap 2 of these for: The helldivers 1 stratagem launcher, so we can use stratagems from inside the mech. And the ability to detach sentry turrets from the pod and replace a arm with empty ammo.
@25xxfrostxx
@25xxfrostxx 4 месяца назад
I like these but I'd remove the cooldown completely. If someone wants to burn their only mechs right at the start of the round that's on them. I'd also like a smoke grenade launcher like a modern tank for cover against bots. Ideally I'd also have the different mechs be different hulls with armor/mobility differences and we get the option to pick the weapon loadout from a list.
@brad9340
@brad9340 4 месяца назад
I like it
@wafflecopter9296
@wafflecopter9296 4 месяца назад
@@kmel3588 sometimes you have to play into arrowheads hand
@gruckusgrackus5815
@gruckusgrackus5815 4 месяца назад
I'd be curious how many first generation helldivers have hung up their capes. Like the folks around since launch. I started during the TCS tower missions where you defend the 3 power sources and turn it on and it honestly feels like every update has been nothing but a downhill fall. Worse visibility, worse weapons, broken warbonds and stratagems being released, solo players getting 4 players worth of spawns, etc.
@JaximusDecimus1
@JaximusDecimus1 4 месяца назад
I had my railgun for about a week when they nerfed it. Occasionally, AH will make a balance change that makes a lot of sense, like adding stagger to the Jar 5. Then, they'll completely break the Patriot and say it's now working as intended. Or they'll drop a patch that makes arc weapons crash the game and leave it that way for a week. They certainly haven't made it easy to stick around.
@ThePudin124
@ThePudin124 4 месяца назад
Hey we started at the same time, I still have fun, but my friends don't play anymore which has caused me to play way less😢, but I hope the new parch helps.
@ryanvacation7319
@ryanvacation7319 4 месяца назад
From my old squad I’m the only one left still playing. We have been playing since lunch. The nerfs in weapons are the reason they lost interest
@onerimeuse
@onerimeuse 4 месяца назад
Diving since week 2. Still having a great time. Just chillin', playing high difficulties when I want to sweat, chilling at extreme on average, sometimes dropping to 2-4 to help support and train the new guys so we have more people that know what they're doing tactically instead of us having noob's running to helldiver because their favorite streamer does it, and them then jumping into the community to screech about buffs because they don't know where to shoot on what enemies, how to use cover, and what weapons work on what front. And I'll be here, because I have faith in the devs to not listen to all the screeching and stay the course with this game being tactical and difficult and interesting.
@lucienmoolman8017
@lucienmoolman8017 4 месяца назад
I played and enjoyed HD1 on release and played it occasionally on and off but when I heard a new helldivers will come out I was so excited. Needless to say I have momentarily hung up my cape until the next patch somewhere in june. The patrols changes made the game ridiculously unfun.
@Crimnox_Cinder
@Crimnox_Cinder 4 месяца назад
We actually had a way to repair vehicles in the first game, it was a dedicated stratagem. It was kinda niche as the 3 mechs in the first game were FAR tankier than their counterparts in HD2 (but it could be used to repair ANY friendly structure i believe, which included turrets and certain mission objectives) We had the "Walker" which became the "Patriot" in 2 (in HD1 it needed to be fully upgraded for the rockets to damage heavy armour, and they homed in too!) the "Obsidian" which became the "emancipator." The only one we don't have (yet, possibly) is the "Lumberer," which is a flamethrower/anti-tank cannon mech. All I really want for the mechs is a way to reload them. And if we can't reload them, make it so they aren't a limited stratagem with a cooldown time of 1/4 a normal mission! Limited stratagems are a terrible concept if they aren't really worth the limited nature. Take the orbital laser, three uses and like a 3-4 minute cooldown between each use. One laser can't even kill a titan on full health! Either make it more powerful to warrant the limited use, or make it unlimited with the same cooldown time but make it so it's good at group clearing while keeping the ability to destroy bot fabs and removing its ability to target tanks and titans. That would be pretty neat in my opinion. Cool idea for the mech; give us 2 call in that have no cooldown, but after those two it goes on a 5 minute cooldown to get ONE back, and then it stays until used, alot like the reinforcement when you run out, but once you call in the third one, the cooldown goes up by one minute. So 5, ,6, 7, and finally capping at 8 minutes to get a charge back. But even these times seem really atrocious and long in my opinion, what I find hilarious is I think the fastest cooldown time for a stratagem that was really good I'm HD1 which was a fully upgraded Rail cannon strike! (One shot deletes whatever it locked onto) Was a mere 60 seconds! If you had the stratagem priority perk (which why wouldn't you?) it was lowered to a blazing fast 36 second cooldown! And you could have 4 of them selected that each had separate cooldown times! (Cause in HD1 you could bring more than one of the same stratagem) Okay, I'm gonna stop now cause I could keep going, these are just a few simple things that I think people should know.
@sheik_link
@sheik_link 4 месяца назад
To be fair, they were 1 use only stratagem
@saberplaytop
@saberplaytop 4 месяца назад
1. Mechs need one last durability fix. Some random obstacles that would just hurt the helldiver, but would instantly kill the mech. 2. Aiming fix on left side need to be fixed. 3. Patriot needs 20 rockets, not 14. 1250 machine gun rounds, not 1000. 4. Emancipator needs 100 or 125 autocannon rounds on each side. It doesn't need a damage buff and kill bile titans significantly faster to be balanced, but it would feel a lot less shitty if you didnt burn all your ammo if you NEED to dump into a bile titan. 5. Ship bay upgrades that allow resupply or repairs of the Mech, reduce cooldown times, or increase the charges of mechs you can bring. 6. Needs better mounting for a friend to sit atop the mech. Overall I think Mechs are 70% good, but need some pushes to make them feel like consistently good.
@TPixelAdventures
@TPixelAdventures 4 месяца назад
A single helldiver can carry what, 50 AC rounds on their back +10 in the gun itself. Let the damn mech carry 200 rounds. It's a friggin MECH! Other than that, the durability is definitely a Helldivers meme since everything is made with the cheapest possible materials, so I'm fine with that. Just make the arms not randomly blow up from getting plinked and I'm already happy.
@joshuachristensen5287
@joshuachristensen5287 4 месяца назад
You are the only helldive reporter who cares enough to put in the tim/work/ Research into the game. To know exactly what your talking about and get it so soon right .....and your first make sense with out being over powered. I feel you get it more then right know the bad and the fix. Number one helldive reporter
@SebastianSommer159
@SebastianSommer159 4 месяца назад
Like to chime in two more areas about the Mechs that have issues: 1) There is almost no armor at the front side of cockpit which is guranteed to take hits from any automatons with an average laser gun as you need to face them to shoot your weapons. (Missed opportunity to act as a mobile cover for allies and getting shot in the back by mistake) 2) Random forklifts scattered around the map can cause the mech to instantly explode after stepping on it. (Other heavy enemies do not die from this yet our "heavily" armored mech gets totalled) So somehow, a helldiver holding a ballistic shield is better at surviving than a vehicle mech. At least you get to ragdoll after getting shot by a cannon instead of instant death.
@elijahgarner1571
@elijahgarner1571 4 месяца назад
Pilot armor- Allows you to survive your mech being destroyed by jettisoning you from the cockpit during destruction. Could even have some cool looking boosters on the armor that activates when the ability is activated. Field Engineer- allows you to repair nearby emplacement strats. as well as mechs just by being in a close vicinity.(this kinda leans itself more towards a new backpack that's just a repair drone but either or would be sick) Finally my Crown Jewel Supply Line Specialist - (I haven't quite got this one ironed out yet but feel free to suggest options if you can think of a better way to make this work) With this armor and a supply pack it would allow you to resupply mech's with 25-50% of their ammo reserves, additionally all sentry strats. can be resupplied with 50-100% of their ammo, and would no longer retract into the ground when out of ammo but only if destroyed or if the person with this armor is out of range. Maybe this would just be a new pack as well but I feel like it wouldn't be crazy op either way, I mean no one is rly sitting around next to a sentry all game, unless it's an extract valuable assets mission. I mean come on that mission would be so cool if you could slowly build up a line of sentries, and keeping them supplied would prove to be it's own balance factor. Sry for the lengthy read to any who got this far but I've been thinking abt this one for a little while, and ty for your time lol. Edit: The spelling that I noticed XD
@Ectoplasticy
@Ectoplasticy 4 месяца назад
I’m not sure what the real approachh to balance is in this game, but in my opinion, balancing (especially in a PvE game) is step number TWO. Step ONE is to make everything viable. Some things will be better in certain situations than others, of course, but something you pick should be universally useful for all practically all situations, somehow. Because it if isn’t, then there’s just no reason to bring it. Once everything is viable, then you can balance things against each other. For a game like this, the way I’d balance is like this: Greater ease of use > punishment for using More challenging to use > greater reward for using A great example of this to me would if the Spear and Airburst Rocket were balanced against each other. In theory, (though not in practice right now) the Spear should be exceptionally easy to use. Auto-lock on to heavies, big damage. This thing should come with the punishments of being useless on smaller targets, and not effect on heavies at close range. The airburst is extremely challlenging to use. Too close, you’re dead. Aim it in the wrong spot, practically ineffective. But if you get that perfect shot? It should be one-tapping heavies like the spear (if they’re in the center of the cluster) as well as the utility of clearing mobs/patrols. It shoud be MORE rewarding but instead it’s tough to use AND has no payoff.
@Nabashin88
@Nabashin88 4 месяца назад
They should lean into the mechs being specialized. Have the Emancipator be good against automatons by giving it light armor but a recharging shield and slow speed. That way bugs will swarm it but with bots you can duck around cover and wait for shield recharge. For the Patriot, give it heavy armor on the legs and more speed and melee stomp damage so that it can scrap in melee range then its still useful when out of ammo. Also for both fix aim and adjust ammo and damage appropriately for their new roles. If the role of a mech is an OP but limited time oh $#!+ strategem then give them both more ammo and damage but have them running on a battery they drains with every movement and stomp and shield recharge. Emanciptor would reward avoiding damage with cover for less battery usage and thus longer time using it. Patriot would reward you for using it in big fights instead of going on safari across the map stomping things since it would run out of juice with tons of unused ammo if you use it when its not needed. Then decrease cooldown because the mechs will not last long so its ok to drop them more in a match. Edit - Also give the mechs an overcharge toggle that greatly increases energy usage in exchange for more speed, rate of fire, shield strength, but greatly reduced use time for epic heroic last stand moments, AND if you run out of energy in overcharge your mech explodes with a modest explosion radius dependent on how long you were in overcharge.
@TheSpoonalot
@TheSpoonalot 4 месяца назад
I feel like a lot of problems with the mechs (and lackluster defensive stratagems) could at the very least be band-aid fixed by a modified version of a beloved stratagem from Helldivers 1, the Rep-80. For those unfamiliar this support 'weapon' fired a beam of green healing goodness that after settling on its initial target would branch off to 2 additional targets (Helldivers, friendly vehicles or turrets.) The Rep-80 if re-introduced with the ability to restore ammunition to vehicles and defensive stratagems could give those pieces of equipment the staying power so many have been praying for, additionally if they tied the Rep-80's ability to heal/restore ammunition to default helldivers kit such as Stims/Grenades (Boom instant validation of medic/engineer armor for having more of those resources.) then they could add it in with little fear that it would invalidate or otherwise make Stims obsolete as I'm sure was the fear of bringing it back for Helldivers 2.
@carlmain2043
@carlmain2043 4 месяца назад
i know it was probably unintended by you but considering they said that limited resources are apparently such a massive reason we can only take (or rather should only be able to lmao) a single mech, the nuclear eject option from titanfall would free said resources right back up while also adding value to a mech with no ammunition left also the way i always get double mechs equipped without having to fumble with equipping and re-equipping random other strategems, take one mech, scroll down on the strategem list until you can barely see the other mech, twirl your cursor over random strategems for a good few seconds, go straight to the second mech and click it. i can replicate it this way 10/10 times currently
@tterminatormc4705
@tterminatormc4705 4 месяца назад
Ok the problem is people are acting like the exosuit should be a solo everything like a “tank”. That’s not how tanks work either. People need to understand infantry vehicle tactics. You as the exosuit are there to push for the objective your infantry are supposed to help you wile using you to get the objective. You help them they help you. Oh there’s a titan or a walker; put two three rockets in it take out the mini guns and tell the infantry deal with that I’ll take the horde. Or hey three hulks I’ll take them you guys take army of bots. I use this strategies and the exosuit is op even on helldive it’s just tactics because it’s a co op shooter not a solo power fantasy.
@Malidictus
@Malidictus 4 месяца назад
What is durable damage: It's the damage you do to parts with 100% durability, while base damage is the damage you do to parts with 0% durability. For every durability value between them, damage is interpolated between the two. If an enemy has, say, 75% durability (like the charger), then you'll do 25% of your base damage + 75% of your durable damage. For the Emancipator Autocannon, this comes up to 600*0.25 + 60*0.75 = 195. That's not counting damage reduction from armour. The Emancipator is AP5, the Charger is AC5, damage is reduced by half, rounded down, to 97 per shot.
@davidweaver4436
@davidweaver4436 4 месяца назад
I don't know what the breakpoints are in this game so I hesitate to give specific numbers, but that durable damage for the Eman autocannon needs to be bumped up by at least one tier. Maybe two. I get that it has more ammo and no need to reload compared to the handheld and sentry, but 60 is literally the damage of the liberator... and sure if the liberator did full damage to hardpoints, it'd be awesome... but it also has like three times the rate of fire and can get new ammo pickups. Speaking of ammo. Emancipator needs more. I'd also accept more gatling gun ammo for the Patriot, but it's not terrible as is. Here I will give specific numbers. Up the Eman to 200 total. Later when the mechs get modules, we can up it again, but only via an upgrade we have to earn. 250-300 would be good I think. Lastly, fix the aim. We need to be able to aim down and take advantage of the high ground as Master Obi-Wan intended. I do find it weird that the legs are weaker than the rest of the walker, but maybe it's like "well it has moving parts so it can't have as much armor." Perhaps a module that increases their durability and speed can also be implemented. For the most part, they mechs are pretty solid as is if you're careful enough, but with how limited their use currently is, more durability would be welcome, especially against bots with all their ranged and explosive weaponry. Their durability would also be less of an issue if all the above issues were taken care of and their offensive viability was increased.
@EarlCorgi
@EarlCorgi 4 месяца назад
Here’s my opinion. We all know what an opinion is worth but hey, take it or leave it. First, like the human hell diver the mech’s should have arm slots, backpack slot, chest slot and head slot. When first unlocking them you should get essentially what you currently get now. This would enable you to add equipment, bonuses, etc. later you can unlock things such as a shield backpack, extra ammo capacity riot shield, up armor panels better targeting capability for those long range shots, thermal optics, radar, jump thrusters, point defense drones (guard dog style drones). Those are just examples off the top of my head. Second you should be able to select ammo types for your arm slots and unlock new ammunition and ordnance such as anti-armor rockets, air burst, thermobaric rockets, armor piercing ammo, incendiary ammo, concussion ammo, etc. Third mechs should be fuel limited and there should be a stratagem to call down ammo, refuel and repair drones and then you have to stand next to the module for a certain about of time while it does its work. This way, with an appropriate time trade off you can theoretically use a mech throughout a mission. This would provide more to unlock and allow for mission customization.
@TheMongral
@TheMongral 4 месяца назад
My ideas for the mechs: Firstly, and foremost, a Mech/Vehicle Resupply Stratagem. Deploys a station that allows a teammate to perform an assisted reload (or a solo player to perform a slower manual reload) and perform modest repairs on the mech or other vehicle (repairs 50% total health), has one charge. Two call down uses per mission, cooldown matches mech cooldown. Next: Mech and Vehicle-oriented Ship upgrades. 1. Reinforced Frame. (20% more HP on all parts.) 2. Storage Expansion. (Vehicle Ammo +50%. Vehicle Explosives Ammo +25%.) 3. Rapid Redeployment. (Vehicle Resupply and Initial Mech/Vehicle Deployment now rapidly deployed Via Vehicle-approved Hellpod, arrives with protective energy field (lasts approx 10 seconds) and an elevated Rocket Sentry with 6-8 rounds (prioritizes heavy targets). Also reduces Vehicle Resupply cooldown by 20%.) 4. Structural Failsafes. (Vehicle Limb/Part Damage no longer counts against total vehicle HP. Limbs/Parts at 0 Hp cease functioning, or perform half as effectively for legs/wheels, reducing turning/movement speed, but will not destroy the vehicle.) For the AC Mech in particular, I would also increase its Durable damage to match the AC Sentry so that there is some degree of parity among Autocannon weapon types. (Rather than locking this behind a ship upgrade.)
@pirateFinn
@pirateFinn 4 месяца назад
The way I see it, the short term the buffs to mechs, along/after the new mechs with different arm weapons. For customisation down the line, a slot for "camo that applies while in mech", cosmetic only. Boosters available maybe too as mentioned in the video. For me it's the limited amount, same with the laser cannon or such where its like "but why"
@Greycobalt
@Greycobalt 4 месяца назад
Even the first Lost Planet game that came out nearly 20 years ago let you swap out arms on your mechs. It would have been such a layup to give us a couple different chassis types to choose from and come out with new arms over time.
@miemsliva4464
@miemsliva4464 4 месяца назад
@OnDough There is a small buff I would like to see along with the leg armor, and that is a buff to the Mech's melee capabilities. [Note: This accidently spiraled into a massive and in depth tangent-thing god help me. I like my tin can too much to let it go, you did this.] In armored machines with limited ammo, at least in the case where they have armored legs, I would like to be able to have the choice to take small damage in melee from small/medium bugs and the small bots (limited amount of use against berzerkers due to tankier nature) Or, failing this there are two ideas: Make leg damage matter, a burning, half broken leg could maybe have light armor. This can itself encourage adaptation from the player and give the mechs a larger skill ceiling. Hide the bum leg partly behind a rock to help protect it. Or to turn your side with the good leg towards your enemy so it can block most fire, or possibly all if you choose to shuffle sideways as as an escape. Changing armor from medium to light when it is already weakened might sound odd, but I am thinking of it in a similar manner to a factory strider. Give the mech "armor plating" that has to be removed, lowering it's armor score in that area while also being the requirement for a mech to take damage in that location. This could very easily, depending on how you handle it, do anything from double to sextoupple it's survivability, rendering it's ammo issue mostly null so long as it is able to perform above the current very sub par status in melee. It doesn't need to dominate, but it should distract and tank. Before I explain my personal armor idea, my only way I could imagine the stomp being fixed would be to either make a new animation altogether such as a swift kick whether sweeping or straight forward. Or you reduce the current one's end lag and replicate the 'sweeping' idea by adding the "explosive" tag to the attack. The animation is quick to start, but slow to both finish and give control back to the player, making you start moving just as slow as if you'd just started the mech, hardly able to move or turn. The animation is almost a full 2 seconds, starting to move again is the third, and a fourth or fifth second could pass before you can pivot and attempt to land it again, if you live that long. The Explosive tag can give this big, hefty, powerful beast the mech is meant to be a small AoE around the foot of the mech (and probably where the body lurches forward), able to immediately stomp out any Medium enemy minus Brood commanders and heavy devs if you hit the shield, granted you land the actual foot. This again rewards piloting skill and learning how to aim this clunky foot when you're never able to see where it actually hits the ground. Explosive allows it to as well stagger what it doesn't kill (probably not heavies), damage enemies through their armor, allows it to be able to be better break armor (if it even can right now) and as well do more damage to exposed weakspots like charger legs due to their weakness to explosive once armor stripped. The entire radius would not have damage drop due it it's relative small size and melee's design as self defense and the risk of using it more offensively. Killing all small enemies (unless armored like MG raiders or smth), staggering all Mediums to varying degrees, and *always* doing some damage regardless of how armored it's target due to "explosive", making even a last ditch effort not entirely worthless. On to the armor system I brainstormed suddenly after hitting a fat chuff. Front square face plate: Tier 5 Heavy armor. The 'cheeks' beside it: Tier 4 Medium armor; each side has it's own health pool, made slightly easier to break than others due to smaller size and higher armor value than rear and sides. (Will be made clear) [Keep in mind from now on, all mentions of tier 3 medium are made with the assumption that the exosuits do currently have tier 3 armor] Lower side and Rear: Tier 3 Medium armor; Low side has high hp threshold due to large hitbox that stoops beneath mech weapon(s). Could vary due to soon to be explained things. Rear armor though? I am unsure on whether or not the pannel we enter the mech from should be given it's own health and armor, again seperating the two sides around it, this would keep it consistent. But personally I think the rear and 'most lightly armored' side of the mech should share one hitbox and armor pool to give it the necessary vulnerability to require either pilot awareness or your team keeping bullets off your back, encouraging the teamplay that devs wish to drive for and I also want to play around with. Guns and underneath: Guns should probably stay as is? Maybe give them tier 4 medium armor if it's currently tier 3, or slightly more health perhaps? When destroyed, the rest of the side hitbox not covered in Lower-Side is now exposed and able to be shot. Maybe given like, a one hundred fifty hp (im meaning 150 defense healthpool on foot, roughly). T3 or T2 armor to provide that just a tiny bit more survivability with damage reduction. Just to protect you long enough to realize you're going to be royally boned if you dont turn right now. And finally, what happens when armor is broken. Somewhat like a factory strider, it blows open that specific armor pannel and lowers the armor value of that area by one, while all damage taken to those areas from there on is given to the mechs ACTUAL healthpool Front goes down to Medium 4. Cheek, Low-side, and Rear to 3. Gun goes from 4 to 3, then 3 to 2 (light armor) when the under-armor I proposed is broken, making it a horrible weakpoint that maybe enemy AI can try to target 'conciously' once double-exposed. Legs, which I refused to mention until now, deserve a tier 3 medium armor no matter what. This of course means when damaged and slowing your lovely machine, it too is a tier 2 light armored target, likely to be targeted by any ranged enemy that is close to the mech (like how bot commisars treat it), and made more vulnerable to enemy melee units. With these changes, with this much BEEF and CHONK, it almost feels like it would be more in line even in lore for the soldiers it's made for. It's lack of ammunition and speed would make sense if it were this bulky behemoth made for the two extremes of a slow paced, drawn out operation with sparing ammo use and acting as walking cover and a distraction for teammates. Or to go in on the hardest missions against 6 bile spewers, a bile titan, 3 chargers, and 80 other bugs; and still living long enough to expend that ammunition and perhaps stomp out a few extra before it succumbs to a battle it wasn't designed to win. And that's the point of the Helldivers, but it's the point done really well I think. You're expendable and not meant to live, but if you die, you go down chucking shells, stomping out fools, screaming for liberty as the unwashed horde of monsters has to drag you down with every ounce of their strength. Dying like a badass and a hero. (You and your content helped spur on this whole THING. Thank you for the content Dough ❤, people need to learn that criticism comes from passion) [And one more thing, that buffed stomp I was talking about? Doesn't just help you save some bullets, but helps you make use of the mech even after it's ran out in combination with the armor, still dealing damage and definitely drawing the attention of everything, if only for about 8 seconds even with the armor changes I thought up]
@napiski2260
@napiski2260 4 месяца назад
Durable damage is just a different type of damage (imagine physical vs magical damage) Differente enemies take a different ratio of damage types. Ex: -An enemy can take 0% durable damage, so the AC sentry and the Emancipator will deal 300 damage; -They may take 50% durable, so the AC sentry will deal 300 damage and the Emancipator will deal 180 (150 normal and 30 durable); -They may take 100% durable (bile titans, chargers, factory striders, etc), so the AC setnry will still deal 300 damage, but the Emancipator will deal only 60;
@lordcola-3324
@lordcola-3324 4 месяца назад
It would be very easy to 'fix' the mechs. 1. Slightly improve survivability so that they last a bit longer vs bots (optional) 2. Remove the call down limit and reduce the cool down to 5 min. These mechs aren't super powerful mega mechs. This isn't Titanfall. These guys are just barely mechs instead of just exo suits. They should be on the lower end of mech power scale. But if they are week, they have to be frequently available. Oh yeah, also fix the damn aim!
@quontox9247
@quontox9247 4 месяца назад
They will probably fix the aim on the mechs in a patch sooner or later, but for ship modules that arent OP, increasing the explosive damage or pen of rockets would fix the patriot, increasing ammo for guns/cannons by 25% would be a lot better and increase the HP of the parts by like 50% would probably put both mechs in a good spot, then you could have like +1 mech call in and -25% cooldown or something for a 4th one.
@prod.arcsyne2990
@prod.arcsyne2990 4 месяца назад
I feel like exo suits and orbital lasers are supposed to do the same thing, but both fail significantly. They are supposed to help you when your team is pinned down by a gigantic horde. Exo is better at it but runs out of ammo too quick and the laser takes too long on heavies to kill. Soo they need to make those worth the limited uses and long cooldowns or they need to make it lower cooldown.
@mysterious___1
@mysterious___1 4 месяца назад
Add repair stations on the map. That be awesome.
@psylence6003
@psylence6003 4 месяца назад
12:20 to equip both mechs select your first then scroll the page so the mechs are either at the very top or bottom of the page then select your second mech.
@Xhaleon
@Xhaleon 4 месяца назад
I think the durability of the mech is more or less fine, its the firepower (and ability to aim) that is just not enough to make up for it. Glass cannons should be glass cannons, and the two mechs are not even that glassy, but without the "cannon" part it is just not able to do its job in place of all those direct damage strategems you aren't throwing. There are many ways to buff their firepower so this is just the general idea.
@maxdenhartog9234
@maxdenhartog9234 4 месяца назад
What also would be cool is the standard 4 stratagems and one vehicle slot when more mechs and humvees/apc come out
@justaguy6216
@justaguy6216 4 месяца назад
The fixes should be really easy. For both give them the strongest medium armor and 800 ish hp. For the patriot, double minigun ammo and make it the same power as the minigun sentry. Revert the rocket launcher changes and add a delay before the rocket launcher becomes explosive so the turning issue doesn't come back. For the autocanon reduce the auto canon count to 2 and give it the autocannon sentry autocanon, you can keep the ammo count the same. OR keep the current auto cannons but make sure the durable damage is the same as the regular damage and double the ammo count.
@PRC533
@PRC533 4 месяца назад
It would be incredible to be able to run a mech loadout where your armor and stratagems support your mech. Things like a booster to give you an extra call-in since you can only take 1 mech. Light armor (maybe with even less armor value than normal light armor) that boosts your mech's armor instead. Stratagems like rearm/repair for the mech. You're already seriously gimped by the fact that you can't use stratagems inside the mech so a ship module -Stratagem Launcher- that lets you use them from inside the mech would be amazing. There is so much design space just in this one conecpt. But all of it relies on them making the mechs actually usable. The current aiming issue is pretty bad.
@George_M_
@George_M_ 3 месяца назад
Patriot just needs more functional missiles, preferably doing full EAT level performance. The AC one just needs equal durable damage to the portable AC. And the aim fix.
@bplatinumpaladin
@bplatinumpaladin 4 месяца назад
My idea is this: Make an "Engineer" or "Pilot" armor that can passively regen the Mech while they're in it, or overclock it, or something similar.
@belgian_ghost_3605
@belgian_ghost_3605 4 месяца назад
cryogenic liquid and melee weapon would be sick to break armor. Also ejection seat when it gets destroyed instead of falling out dead.
@matthewswift4510
@matthewswift4510 4 месяца назад
At this point, just give me, a 5 sec loud ass alarm to alert your team mates and turn it into a hellbomb when it inevitably dies.
@ilya.pavlov
@ilya.pavlov 4 месяца назад
everyone who says "mechs are good, leave them alone" ... no, the mech should obviously be stronger than the third weapon and even some orbital strikes, otherwise why is it almost the last one to unlock when leveling up? I like mechs and i think they are suppose to be stronger then just "quazar or machine gun reference"
@KeepCalmSoldierOn
@KeepCalmSoldierOn 4 месяца назад
They should have a "driver" armor set Mechs and vehicles turn slightly faster (10%), either a passive 10-20% damage reduction or a very slow repair mechanic while you're inside the vehicle, and if you have a supply backpack you can refill 15% of the ammo for your mech per resup
@aaronhumphrey3514
@aaronhumphrey3514 4 месяца назад
The fact that both their descriptions say they have heavy armor is kind of crazy to me. They most certainly are not heavily armored.
@Yermavak
@Yermavak 4 месяца назад
You can more easily have 2 mechs by selecting one, then select the supply pack, then the other one, and you can switch out the pack for anything else afterwards
@big_gucci_scorpio328
@big_gucci_scorpio328 4 месяца назад
I think they should have a mech that has a laser cannon on one arms and the quasar cannon on the other and a personal shield generator, honestly give every mech a personal shield generator, make it be able to tank a few shots before needing to be regenerated, then then should add some armor bonuses like 50% increase to mech health, or the ability to repair your mech if your inside it, or both given armors have 2 bonuses, and finally make 👏 it 👏 so 👏 we 👏 can 👏 run 👏 both 👏 mechs, I wanna have a mech pilot build with more than 1 mech at my disposal
@MonkeyPoker2
@MonkeyPoker2 4 месяца назад
Right on, Brother. Keep on it.
@VenomPureEvil
@VenomPureEvil 4 месяца назад
My suggestion how about a backpack for mechs that passively repair and replenish ammo and also refills from supply packs. It would be like repair and ammo. stagger and stun close enemies of every kind and ammo. Reflect projectiles and ammo. A charge attack that grants invulnerability and kills what you charge into and ammo. I picture a drone flying around you making these things possible.
@Ifyoucanreadthisgooglebroke
@Ifyoucanreadthisgooglebroke 4 месяца назад
Fix the aiming. Increase durable damage of Autocannon by 100 or 150%. Make them benefit from sentry upgrades.
@smexehcougah3
@smexehcougah3 4 месяца назад
What about a mech with a recoilless rifle on one arm and a laser cannon on the other?
@Mestari1Gaming
@Mestari1Gaming 4 месяца назад
One Mech Booster i would like to see is one that gives your mech's guns +25% extra ammo (excluding rockets/missiles).
@prettyboyvolf3364
@prettyboyvolf3364 4 месяца назад
What we really need is a ship module upgrade specifically for the mechs (or all vehicles that will be added in later updates) to increase the versatility, defensive and offensive capabilities of the mechs (and other future vehicles). But first the accuracy needs to be patched
@kashifraja8451
@kashifraja8451 3 месяца назад
there is a 3rd mech remaining from the 1st game, which includes a flame thrower and a heavy pen cannon
@orangejuice9396
@orangejuice9396 4 месяца назад
having a mech supply station you could call down would be awesome.
@jordanrea2311
@jordanrea2311 4 месяца назад
its funny cause i've been on those tower defense missions where all 4 of us bring two mechs and throw them down on cooldown at the start and non of us had any issues with performance
@invaderjpq
@invaderjpq 4 месяца назад
imagine an engineering booster, that allows you to use supply backpack to restore ammunition on mech and restore the mech's hp.
@xinger2012
@xinger2012 3 месяца назад
Repair stations is a great idea. I get the feeling they just don't know what this game needs. The recent updates to the stratagems prove it. It would seem that they should just listen to the opinion of the community and balance the update. Although they have big problems with balance too. I didn't understand before why mechs sometimes withstand a volley of missiles, and sometimes fall from two ordinary mobs. Thanks for the enlightenment
@demonicdude1328
@demonicdude1328 4 месяца назад
Double mini gun mech would be impractical, but would go so hard
@JaredJanhsen
@JaredJanhsen 4 месяца назад
It'd be awesome if the exosuits could be team-reloaded from the supply backpack.
@TheMissle
@TheMissle 4 месяца назад
I think the only think to deal with the mech are hulks tanks gunships and factory striders on automaton bugs should be chargers nursing spewers and bile titans plus we should be able to reload them
@ivmoon_gp
@ivmoon_gp 4 месяца назад
Always love seeing a video from Dough.
@soundfx68
@soundfx68 4 месяца назад
People do like mechs, but I only equip to give to low level team mates for fun, on lower levels.
@DapimpBDSD
@DapimpBDSD 4 месяца назад
The Mechs are good, but USUALLY not worth wasting a slot, especially when solo. Patriot is good for Bugs, but the "off-POV" arm accuracy is bad, although you CAN get used to it and adjust to it. The Eman is decent against bots, but doesnt have a enough ammo IMO. Also it seems like its geared towards taking out the "bigger" bots (like devastors, hulks, etc) but considering it takes minimum of 2shots to kill one of them, youll spend all the ammo fast. Eman is worthless against the hordes of little bots, especially since the AC has almost no splash damage, only good way to kill them is to stomp them, which is viable since the Eman is faster than the patriot. Patriot needs more armor and stronger rockets, aim issue is a issue BUT atleast its a consistent issue and we can adjust for it (aim to the right of target for rockets) Eman needs more ammo and either more damage or splash/shrapnel to make it great. I always bring patriot on Helldive runs or when i want a "easy" time on diff7+, because it can very easily handle a horde, unless its a horde of Bile titans and chargers(although you can 2tap chargers), Eman idk, its underwhelming enough that i wouldnt recommend it for normal missions, maybe just Blitz missions, where it can clear out camps fairly fast (dual ACs so ofc)
@tonydiego2566
@tonydiego2566 4 месяца назад
ThiccFilA tested this “resource management” reason on stream for having both mechs equipped by having all 8 mechs called in at once on Helldive difficulty. The game played just fine. Doesn’t make sense when you consider how many enemies you could have at any one time on Helldive, yet this isn’t a raised concern there…
@OhDough
@OhDough 4 месяца назад
that doesn't prove anything tho, there's been complaints of crashing every update and I've only crashed once. in the comment section of this vid people were talking about crashing without even having all 8 mechs out.
@tonydiego2566
@tonydiego2566 4 месяца назад
@@OhDough I don’t agree as to the proof. It proves that AH’s coding team gave at least misguided advice. At worst, they lied to cover their tracks. There have been a multitude of reasons why people have been crashing outside of this. The coding team wants us to believe that this is supposedly could be one of those crashing reasons. I have seen some crashes to the game and admittedly, they have started happening more recently. At first, I didn’t think it was a huge issue, but I’m starting to see why so many people complain about it. I’ve played for nearly 200 hours since around March 8 for reference. I’d rather be told the truth then be given some patronizing 🗑️ explanation. This is why I like your videos since they are rooted in fact/evidence.
@YourLocalMedic
@YourLocalMedic 4 месяца назад
I think they should 100% let you customize mechs with their arms, speed/armour and visuals
@christophermacias7266
@christophermacias7266 4 месяца назад
tbh i think the mechs are good, not great but good. they way they could fix the mech is probably do what they did in HD 1, so with the patriot they could just make the missile launcher stay fixed by adding a laser pointer when using the missile launcher, and increasing the damage , armor, and health of the mechs but reducing the mechs you get to one that way the mech you get has to last, something else they could add is a way to reload a mech, maybe just the patriot mech machine gun. i think that if you still have your mech in the game you should be able to call supply drop that only the mech can use but it takes time to reload and only fill up 33 percent of the ammo, they should also make it that the helldiver gets out of the mech faster so you don't always die when the mech is disabled or destroyed. but that's my take on how they could improve on the mech
@Chasm9
@Chasm9 4 месяца назад
It's crazy they went for so much realism towards other things while giving light armor pen to EXO suits' legs and the upper body is higher armor pen. It doesn't make any sense.
@milesg7877
@milesg7877 3 месяца назад
I would like a backpack calldown that requires you to get out and reload animation an arm. Also 1 carry space for extra weapons and 1 spot to carry a breifcase or objective and hell let up put resupply packs on that bitch for divers nearby to grab
@dragonltu8349
@dragonltu8349 4 месяца назад
i will say i got demm agree on this overall i will say rockets in helldiver 2 need to be that armor killers ( 1 shot armor on armored units and elite well 2 or so ) and damage raw power vs big things should be 2-4 shots ( 2 vs armored or so elite 4 ) ( rocket sentry , mech ) for sure to make them fit in there role in way i see them edit but like factory striders well there should take maybe more sense they are factory fortress so yeah 6-8 for raw killing but armor should 5 shots maybe or so idk just some idea but for sure rockets should do something special per say ( for rocket sentry and mech both of them higher pen and damage or so ( old mech was well balanced fun all i can say
@GBK100TTD
@GBK100TTD 4 месяца назад
I agree with you I think they nerfed the mechs because they are too broken in lower levels but the problem with that is we are fighting AI it’s no point to nerf anything the only nerfs/buffs to be considered are cooldowns never any damage buffs
@kudostothewiz2703
@kudostothewiz2703 4 месяца назад
I'm really suprised they don't have a rearm, or that you cannot rearm it with supply packs.
@suncc2
@suncc2 4 месяца назад
People who say the mech are good, might have a point if I could call it every 8ish minute with no charge like other support weapon, but we can't, we get 2 charge and 10 minutes cd. The Patriot suit before the "fixed" could kill 7 bile titan or 14 charger if played perfectly and have enough gatling ammo to do some crowd control. that seems pretty good but if you chose EAT instead you get nearly 20 in 10 minutes, that is 20 charger dead. I don't remember the number of EAT to kill a BT but it is at least 5. Not only that but I will also have EAT for the whole game, I get maybe 10 minutes if I played perfectly in a mech. I also don't run the risk of losing my EAT because I tanked an enemy that couldn't dodge in my 12 feet papier mâché armor. Now with the "fixed" it's not even funny how dog shit the Patriot is and the Exo is no better. I used to like running the Patriot once in a while, but now I don't and if you noticed, no one else does. I don't get why people defend the suit the are objectively worse than most other stratagem and are not even fun to use because of how clunky they are after the "fixed"
@AsterSea
@AsterSea 4 месяца назад
Why in Liberty's name does it take 2-3 ROCKETS from a mech to take down a bot drop engine when literally every rocket in game is a 1 and done? The fuck are you doing, Arrowhead?!
@FriedBananas642
@FriedBananas642 4 месяца назад
"The balance developers are still destroying the Hell Divers 2 player base, Episode 8523"
@Fgekc
@Fgekc 4 месяца назад
The aiming weirdness.... Don't know what to say. My idea is make these things have no charges (call them as many times as you want) but make them take up 2 stratagem slots but make them really good. Maybe make it so only 1 person can have one active at a time even. But make them super good. Very durable, good ammo, excellent damage. Rockets have good pen. Autocannons have turret pen. Make them powerful. Make them OP but give that power a cost in some other way like stratagem slots, cool down, and number of mechs that can be active.
@JoeSReptiles
@JoeSReptiles 4 месяца назад
Forget the broken mech, it came prenerfed and our expectations for it were low to begin with. -Fix the bouncy ball stratagems -Why does he become a mountain climber when I want to retrieve something from a hellpod, but struggles over large curbs everywhere else on the map? -Fix the Eruptor
@Tamachii12
@Tamachii12 4 месяца назад
The thing that they did made harder to climb stuff, so sometimes you're seeing a 30cm mound and the red icon just pops grinds my gears.... Meanwhile we have chargers climbing tall rocks like they are literally the lightest enemy.
@JoeSReptiles
@JoeSReptiles 4 месяца назад
@@Tamachii12 Yes, the chargers are half mountain goat but the Helldivers are like 80 year olds half the time that are "slowed".
@rashodreed233
@rashodreed233 4 месяца назад
Why not have the camera in the middle?
@crackededge9351
@crackededge9351 4 месяца назад
Triple the durable damage of the autocannon mech to bring it in line with the autocannon turret (if you triple the new mech’s damage, it will take 8 shots to destroy a Bile Titan vs the autocannon sentry’s 6 shots). This will make the new mech useful against bugs without completely replacing the autocannon sentry. Also double the ammo count, too many enemies and not enough dakka.
@Tamachii12
@Tamachii12 4 месяца назад
it would still sucks even with triple, since the base is 60, it must be in line with the sentry that has 300, it is exactly the same weapon why the fuck the values varies so much.
@crackededge9351
@crackededge9351 4 месяца назад
@@Tamachii12 The damage calculation is a little more complicated than that. The autocannon mech has more explosive damage than either the autocannon or the autocannon sentry. It is only lacking in durable damage, the damage type that effects how much damage you do against enemies with tier 5 armor (bile Titans and Factory Striders). If you buff it to 300/300 it will likely one tap everything in the game. I want mechs to be powerful A-tier stratagems, not god mode. Buffing the Emancipator mech to 180/300 durable damage will fix most of its issues imo.
@Tamachii12
@Tamachii12 4 месяца назад
@@crackededge9351 No it's not, the AC sentry has a penetration value of 5 so it is equal to the BT/Charger armor class which is 5 equal means it deals only half of the damage, that's one of the reasons the AC sentry destroy BT faster than the emancipator even though it is just one gun shooting versus the two of the suit, since both guns deals 30 damage only.
@crackededge9351
@crackededge9351 4 месяца назад
@@Tamachii12 Thanks for the info, I was unaware of that. I still think that 180/300 would be good balance for the autocannon mech if it received ammo and durability buffs as well. If you consider the automaton front, 300/300 would be too much damage. To fix the mechs, Arrowhead should increase the mech’s explosive resistance to make it survive up to 9 rockets (it is only able to tank 2 rockets currently) and the other changes I mentioned above.
@Tamachii12
@Tamachii12 4 месяца назад
@@crackededge9351 It isn't that much on bots as well, considering that you can lose the arms if a stray rocket hits them.
@tgclericoll572
@tgclericoll572 3 месяца назад
I don't think there should be different mechs. There should be one mech and interchangeable arms. Does one autocannon and one minigun work? IDK mix and match to find out if you want two missile launchers you'll be high and dry when encountering a pack of hunters but you'll be a beast to biles.
@KsnypsAdventures
@KsnypsAdventures 4 месяца назад
Our handheld HMG does medium armor pen and kills hulks very well. This massive, mech-mounted HMG with easily twice the barrel size, does not. Make it make sense! Our handheld autocannon and autocannon sentry does full damage to durable enemies. The mech-mounted autocannon, judging by size the same one as the sentry, does not. Make it make sense! If you ask me, having an alleged high caliber or anti armor weapon that isn’t high caliber or anti armor is like an apple that tastes like bacon.
@HordeLord13
@HordeLord13 4 месяца назад
engineer armor that lets you repair your mech and has increased Ammo on drop
@Snotnarok
@Snotnarok 4 месяца назад
The fact that you can only call in 2 or some times only 1 (shorter missions) mech, they should be a lot more capable or, they need to have the limit removed an cool down pulled back. Auto cannon SG+helldiver with a primary/grenades + stratigems and support weapon? Will out damage any of the mechs we have but also have far less cool down to boot and you can call in and many as you want. Sure, they can get destroyed easier- but if you're fighting side by side or do the smart thing of throw it to the left/right of what you're gonna attack? You'll absolutely destroy any groups you need to. Heck, throw in a minigun or mortar SG, you're obliterating the enemy and can do it from further. 2/8 of the new mechs I have called in? Have been missing a gun. In an empty field. If it wasn't the free-stratigem of the week? I'd have been really annoyed. Because that's a scuffed call in, that isn't my fault and now I'm handicapped for the rest of the mech's life and then am waiting 10min for the next one.
@thestickybandits7320
@thestickybandits7320 4 месяца назад
None of this matters until we can force the devs to play their own game. There's no way they're actually playing the game at the highest levels and making the balance decisions they do.
@OhDough
@OhDough 4 месяца назад
they're going to stream some gameplay in the future apparently
@thestickybandits7320
@thestickybandits7320 4 месяца назад
@@OhDough Considering that they struggled at 5 and 6 last time, I'm very curious to see how they do in the future.
@3xVVVV
@3xVVVV 4 месяца назад
I have noticed that I can't equip 2 mechs with controller plugged in to pc but when I unplug it I can always select one, exit the selecting screen then open another box and select the other with kbm, then plug controller back in. So even if you don't use controller but have one plugged in or connected to your pc just disconnect it, if that isn't the solution then idk.
@Faceball12
@Faceball12 4 месяца назад
Both need ammo, damage and armor buffs then they’d be worth the 10 min cooldown
@Alsborg
@Alsborg 4 месяца назад
3:40 But Exo penetration is higher than Autocannon (5 - 4)
@achillesa5894
@achillesa5894 4 месяца назад
I hate what they did to the aiming. The Patriot was SO FUN when it came out. Then they nerfed and ""fixed"" it for some unfathomable reason and now it's just sad to play. Buffs would be nice but they're secondary to me. I'm not touching these things until they shoot straight + can aim down again.
@dead-chan1892
@dead-chan1892 4 месяца назад
If the answer (the devs gave) to "Why can't I equip 2 mechs?" is real, why do I find random mechs at points of interest?
@photosyntheticzee9915
@photosyntheticzee9915 4 месяца назад
they could even fix it by having two reticles... at close range the reticle isn't 'zeroed' for both weapons, anyway, not even close
@TwoTwig
@TwoTwig 4 месяца назад
The Mechs in HD1 were always kept mediocre even after years of complaints, and I fear that may be the same case here.
@waynee6878
@waynee6878 4 месяца назад
I have no experience in coding or anything, but it cant be that hard to reverse the change from the exosuit and make it just not do friendly fire apply to urself while in that suit. or else pls enlighten me if it is THAT hard to to it
@Lucios1995
@Lucios1995 4 месяца назад
Add a Pelican Reloader stratagem!
@brokendoop
@brokendoop 4 месяца назад
They should be paying YOU to playtest their changes god damn.
@Dirty_Harry_4
@Dirty_Harry_4 4 месяца назад
Однажды они выпустили очень мощного "патриота", но у него был баг: при повороте ракетница опускалась и могла стрельнуть в себя. Они "исправили" это тем, что больше ракетница не наводится вниз вообще. А также ракеты перестали стрелять точно, у них пропал урон по области. Патриот перестал быть чем- то спасающим в сложной ситуации. Он потерял смысл из- за безответственного и наплевательского отношения к балансу и технической части игры. Те, кто этим занимается, почему- то не мотивированы делать качественно свою работу, а игру весёлой и захватывающей. Патриот, извергатель, арбалет, рельсотрон RIP.
@NthnLikeCodeine
@NthnLikeCodeine 4 месяца назад
I still don’t understand how a mechanized walking weapons platform has a worse version of a weapon vs a handheld or sentry platform. Kind of like an apple that tastes like bacon
@Lilitha11
@Lilitha11 4 месяца назад
It isn't a worse version. It has far better armor pen than the handheld version.
@suncc2
@suncc2 4 месяца назад
@@Lilitha11 if memory serve it as one level of pen more and it is barely enough to do damage to big boi. So I wouldn't say far better.
@riven4121
@riven4121 4 месяца назад
@@Lilitha11 It is a worse version. It might have more pen but it has less durable damage and so against armoured targets, which are incredibly common on higher difficulties, it deals less damage than the handheld autocannon. The mech is 60. The handheld AC is quite literally four times higher.
@Lilitha11
@Lilitha11 4 месяца назад
@@suncc2 Some damage is better than zero damage.
@Lilitha11
@Lilitha11 4 месяца назад
@@riven4121 The handheld AC is four times higher but it deflects off armor. Obviously if the round is deflected by the armor it does nothing. Zero. So against heavily armored targets the mech autocannon is better. Reduced damage is better than zero damage.
@DapimpBDSD
@DapimpBDSD 4 месяца назад
The Mechs are good, but USUALLY not worth wasting a slot, especially when solo. Patriot is good for Bugs, but the "off-POV" arm accuracy is bad, although you CAN get used to it and adjust to it. The Eman is decent against bots, but doesnt have a enough ammo IMO. Also it seems like its geared towards taking out the "bigger" bots (like devastors, hulks, etc) but considering it takes minimum of 2shots to kill one of them, youll spend all the ammo fast. Eman is worthless against the hordes of little bots, especially since the AC has almost no splash damage, only good way to kill them is to stomp them, which is viable since the Eman is faster than the patriot. Patriot needs more armor and stronger rockets, aim issue is a issue BUT atleast its a consistent issue and we can adjust for it (aim to the right of target for rockets) Eman needs more ammo and either more damage or splash/shrapnel to make it great. I always bring patriot on Helldive runs or when i want a "easy" time on diff7+, because it can very easily handle a horde, unless its a horde of Bile titans and chargers(although you can 2tap chargers), Eman idk, its underwhelming enough that i wouldnt recommend it for normal missions, maybe just Blitz missions, where it can clear out camps fairly fast (dual ACs so ofc)
@Deadsnake989
@Deadsnake989 4 месяца назад
An easy fix for the Patriot rocket aim is to just give it the same aim before it was "fixed", and just give the rocket a minimum arming distance. That way you don't sudoku if you turn too fast and fire.
@KageRyuu6
@KageRyuu6 4 месяца назад
Yeah, but that'd be TOO realistic.
@jasony8480
@jasony8480 4 месяца назад
Wouldn't that still cause the rocket to direct impact into the arm of the mech? They would need the rocket to not be a collision body for a certain amount of time. Personally I think just having two aimers or adding a laser pointers to some of the arms would help enough with close-in shots where the deflection is pretty large.
@redcenturion88
@redcenturion88 4 месяца назад
Shouldn't be too complicated considering heavy devastators suffer no damage from shooting sideways through their shield
@gangsterguardsman4576
@gangsterguardsman4576 4 месяца назад
Aligning the projectile worked perfectly before, no reason they shouldn’t be able to revert that and simply make the rocket NOT collide with the launching mech, that’s not difficult coding-wise either. Players would never notice the rocket clipping 0.01% into the rocket tube that it just exited
@Red-iu6wu
@Red-iu6wu 4 месяца назад
@@jasony8480 still easy fix just code it to not interact with mechs till a very short distance so as soon as its out of the chamber collision with mechs is active again that way you wont shoot yourself and you can't use the missing collision to shoot through thin walls while up close
@davidmorin4283
@davidmorin4283 4 месяца назад
Mech re-arm, Call in a pelican to pick up the body of your mech, destroyed or undestroyed for a decrease in your cooldown. More time reduction if still intact, AND another charge, going from 2 to 3. 60% vs. 40%. Strategem back-pack that creates ammo and repairs your mech. This further increases the sacrifices of taking a mech, 2 stratagem slots, and make them cracked as a result of this. Boom, improved.
@majorcupquake5006
@majorcupquake5006 4 месяца назад
I love the idea except I think if they’re dead set on the mechs being without significant downsides. They should force a pelican mech rearm as a stratagem to atleast resupply the ammo. Hell even if they think that is to powerful make it a minigame to rearm or take the mech away while it rearms
@kohth5027
@kohth5027 4 месяца назад
I don't think mechs think a rearm function they just need to be a significant power spike able to deal with at at least 3 bot drops wroth of enemies comfortably by itself giving an average uptime of 5mins per call in, alos mechs need a significant boost to their survivability getting snipe by a Canon torrent that you couldn't see from across the map is not fun.
@Lucios1995
@Lucios1995 4 месяца назад
Oh you wrote this first T_T
@hunter-seeker
@hunter-seeker 4 месяца назад
It have easier solution: just add 2 more strategem - 1 repair station, 2 ammo replenish station. Done. Now to use mech you using 3 strategem slots. It even didn't need any improvements beyond those 2 stations. OK, maybe fix left arm aiming. Also, way to fix aiming : just move camera above mech, not to the side... gosh, is that so simple, I didn't understand why they didn't do that already.
@ozylocz4078
@ozylocz4078 4 месяца назад
That sounds dumb as shlt
@LegendOfTy
@LegendOfTy 4 месяца назад
Howdy and Hello 👋
@dibby4482
@dibby4482 4 месяца назад
Im dough
@QantusVitae
@QantusVitae 4 месяца назад
@@dibby4482hope we're doing good 👍
@ItsNorthernStar
@ItsNorthernStar 4 месяца назад
Helldivers, we heard your complaints and have decided that both the Emancipator and Patriot could use some help out in the field. For this reason, we have decided to double both their ammo capacities. However we have decided to adjust their armor pen and damage values to compensate for this increase, and it now takes 20 shots from Patriot to kill a Wilbur, plus the rockets now have an armor pen value of 0. As for the Emancipator, we also doubled its ammo capacity, but it now also has an armor pen value of 0 to compensate. Also, its new durable damage is 30 to compensate. Now get out there and spread democracy! Stealth change: We fixed the accuracy of both arms, and now neither one of them will hit where you are aiming
@nicolasc3183
@nicolasc3183 4 месяца назад
Hey that stealth change is completely unnecessary, even the right side autocannon never hits anything in the first place
@GooiYingChyi
@GooiYingChyi 4 месяца назад
Oof. Right on, right on.
@mrmeaty5619
@mrmeaty5619 3 месяца назад
This is spot on and actually gave me anxiety reading this cause that's how I have felt Everytime they pulled bs like this
@LegendOfTy
@LegendOfTy 4 месяца назад
I'd like to see a ship module that allows you to turn your mech into a 500KG after use/dying, like DiVA from overwatch. "Nerf this!" 😂
@codexstudios
@codexstudios 4 месяца назад
Nuke Eject!
@caspianconstantine27
@caspianconstantine27 4 месяца назад
A worthwhile sacrifice for a shrieker nest lol
@LaserTractor
@LaserTractor 4 месяца назад
Diva? Omg bro True legends remember this from Titanfall
@goose1925
@goose1925 4 месяца назад
@@LaserTractor Fly, you fool.
@demori2052
@demori2052 4 месяца назад
I know whats wrong with it, aint got no gas in it.
@GooiYingChyi
@GooiYingChyi 4 месяца назад
Super Earth Ministry of Truth considers this a dissident rumor.
@Joe_Friday
@Joe_Friday 4 месяца назад
I's a thinkin', I'd like another 6 or 8 cans of that potted meat if ye got any extree, ummmmm.
@painrelief3441
@painrelief3441 4 месяца назад
Tesla Towers on the arms. Just be a walking thundergod in a cardboard box.
@HansKlopek
@HansKlopek 4 месяца назад
They're cool in theory but they're next to useless.
@LordVader69420
@LordVader69420 4 месяца назад
​@HansKlopek if you run the cutting edge armor and use stuns, you can kinda make it work, against the bugs at least. They definitely need a health buff and the targeting is kinda wonky...
@noble_lemon
@noble_lemon 4 месяца назад
Big shield backpack for mech will be cool
@Todesessenz
@Todesessenz 4 месяца назад
you ever played titanfall or titanfall2? they should feel like that... my interpretation of "fun"
@redcenturion88
@redcenturion88 4 месяца назад
Sadly most gamers today only want the "tie a rubber band around my nutsack" type of fun because their brains are starved for dopamine from basement dwelling
@paprikar
@paprikar 4 месяца назад
not a game about mechs tho, kind of understandable. But they should be powerful anyway
@watch.v-dQw4w9WgXcQ
@watch.v-dQw4w9WgXcQ 4 месяца назад
you ever play Lost PLanet 2? mechs should function more like those ones, Titanfall is too fast for this game
@andrakys
@andrakys 4 месяца назад
Dude, a mech with a dual quasar on one arm and laser cannon with a massive heat sink on the other would be truly amazing.
@gigahertz7352
@gigahertz7352 4 месяца назад
amazing, but given the 2 other mechs durability, they'll be collecting dusts too as intended,
@liukon647
@liukon647 4 месяца назад
An arc thrower on one arm and a flame thrower on the other 👀
@5mowFa11
@5mowFa11 4 месяца назад
A laser cannon arm or a gatling sickle would be sick. An infinite laser gatling
@GooiYingChyi
@GooiYingChyi 4 месяца назад
Make it 4 laser cannon with 4 heavy armor penetration.
@noble_lemon
@noble_lemon 4 месяца назад
You reading my thoughts
@mauriciomeyer627
@mauriciomeyer627 4 месяца назад
The patriot needs the aim on the rockets fixed and more ammo on the machine gun. The Emancipator needs either double the durable damage or double the ammo overall. Simple as.
@Deadsnake989
@Deadsnake989 4 месяца назад
It needs way more than double the durable damage. Right now it has 60 durable damage, the handheld AC is 240, and the turret is 300, it should have 240 at minimum. but since it has 300 normal damage it should have 300 durable damage.
@ranimdude
@ranimdude 4 месяца назад
MG ammo is fine
@caspianconstantine27
@caspianconstantine27 4 месяца назад
MG ammo might be fine to you but for that cool down timer and limited charges in addition to taking a valuable strategem slot. It is as worthwhile as a bag of chips for lunch, neat but extremely unfulfilling.
@acenine8149
@acenine8149 4 месяца назад
Emancipator should just use the same auto cannon as the sentry
@fire_drake12.arc.24
@fire_drake12.arc.24 4 месяца назад
both need aim to be fixed.
@cp70375
@cp70375 4 месяца назад
Yap session 10/10, fr I feel like you're the only one with common sense in the helldivers2 content creators scene
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