For how many chargers there are, I firmly believe that there needs to be more viable weapons and methods of killing them. Their numerosity and armor means that, at higher difficulties, you're basically just limited to the meta builds and weapons.
I use the Arc Thrower, and torment them to death. I killed 22 Chargers in a single game today with the Arc Thrower alone. It was hilarious. At one point I was fighting 6 at once. Didn't get hit once. When you learn how they move, you don't even really need to try that hard to dodge them.
@@Spectacular_Insanity Yeah, chargers are all about 'bullfighting' them. At the same time, I feel way better using two rounds rapid from the railgun. It's very satisfying to use, and is the only precision weapon I really feel comfortable with.
Agreed. I was in a couple Level 9 Sessions and I managed to take them out pretty fast, however unless it's a orbital railgun, rocketpods, or just regular railgun you're kinda fucked. (Haven't tested Arc Thrower yet but will eventually.
there's a lot of options - EATs or recoiless take off armour in 1 shot, arc thrower can take them down from any angle but it takes a bit, obviously railgun, autocannon 2 taps them if you know how - takes practice but is so satisfying and my preferred method. And then there's all the orbital strikes or eagle strikes you can use. in a full 4 man squad they aren't dangerous until they start stacking up, then you just pray someone has a 500KG or orbital laser off cooldown.
I've had the 380mm miss EVERY single target in a heavy automaton outpost when it was right in the middle, somehow, failing to do anything other than alert them. I think it (and it's smaller cousin) should have at least a few of the shots be "aimed" under the hood at something in the area to make it so it always does _some_ damage. Dragon's Dogma 1 did something similar with the meteor swarm spell: of the eight shots, four would directly target enemies (who could move before impact), the rest were random. To preserve the meme, though, Helldivers should be valid targets for these "aimed" shots.
The walking barrage somewhat has a similar issue, it's spread is massive. So both are, while very fun to look at, rather luck based on if they actually hit anything.
Back in Helldivers one there was basically 3 types of attack patterns for artillery. A lot of explosives focused over a wide area all at once, a consistent barrage over an extended amount of time, and one single high accuracy blast. It'd be great if Helldivers 2 had the 120 fire all it's shots all at once and if the 380 just pounded an area about the size of the Eagle Airstike for it's entire duration.
@@ArCSelkie37 The other day I killed a Bile Titan with a 380mm. One hit on the back will kill it. Was awesome! It is somewhat part of the fun, sometimes it hits not much, but when it does, god damn. The best is using the walking barrage and the 380mm at the same time. So awesome!
CHargers are the most dangerous enemy of the game, Not the Bile Titan, not the tank, not the Legally Distinct Dreadnought, The Chargers, because there's almost never just one, are the greatest threat to Liberty.
If the devs really wanted to make some cash, they should make a t-shirt with “I survived Malevelon Creek” on it, those things would fly off the shelves
"Aim for the bushes" I got that reference, though I haven't seen the movie. Fantastic scene, gut-splitting laughs for my whole family when we watched the clip.
i do kiiiinda need them to fix how the cloth textures of the cape work when getting in the hellpod, its such a cool moment tainted by a slight visual bug
Honestly a lot of the stuff in the game needs buffing (stuff like 380, the 120 bombardment, the launchers and autocannon, basically all the primary weapons that are not breaker/liberator/smg) to become roughly equal with the other good stuff right now. (the railgun, the breaker/liberator/smg, the 120 rocket pods, railcannon strike, precision orbital strike, orbital laser) I am not really sure if anything really needs nerfing since they perform good at what they do without seemingly being too overpowered. Like yeah you can pull a few-shot-kill on a titan or a tank with the railgun, but that is really only with unsafe mode with it's risk-reward mechanic that can just insta-kill you if you are not attentive. Meta in my opinion is a problem mainly based on how some players act in a game combined with the severity of how good the meta gear is in proportion to everything else. If nothing else really works except the meta options, then of course people with flock to it just to be able to progress the game. If other options are made viable, then people will be able to spread out and individualize themselves according to what feels good in their playstyle. Yeah there will be people that gravitate towards a meta, but that always happens no matter how closely balanced everything is.
I still don't really know how to feel about the railgun. Yes it's very good but I'm at the point where I'm thinking it's too good. It's one downside (which requires you to enable it) isn't much of a factor if you don't drag ass and learn to use it and even if you never do it penetrates all armor all the time. It doesn't feel like it was properly tested with it having tons of ammo, no BP requirement, and it resupplies a quarter of its ammo with regular ammo boxes. Compared to the Spear, Recoilless, and EAT, it doesn't fill a niche it's just better in every way. 4 players with railguns will never struggle with armored targets and it trivializes resource management. Long way of saying I reckon it should get nerfed but I'm not entirely sure how. Either restrict its armor pen abilities at 50% charge, thus forcing players to engage with the more dangerous setting, or give it a 5 shot mag and make it strictly anti medium armor like it was in the first game.
Honestly the autocannon doesn’t need to be buffed. No, it’s not as strong as the turret but that’s because based on size of shell/casing the man-portable version is a 15-20mm weapon while the turret is 40-50mm. 20mm anti-tank rifles were commonplace in WW2 and those were only really viable against the sides, rear and weak points like vision ports of all but the lightest armored fighting vehicles.
Pretty much every weapon besides the Spray and Pray variant of the breaker are perfectly fine and dont need buffs imo. The Recoiless is ok and the EATs are really good, effectively killing 3 chargers per pod of EATs. Killing one charger with the hellpod it drops itself and the two EATs that come from said pod can deal with a charger each. Plus you can still carry another support weapon as there is no need to be carrying an EAT at all times due to its short cooldown and getting two per drop I think possibly they should reduce the radius of the 380 to improve its hit probability but the 120 should stay the same. The autocannon is a good jack of all trades master of none type of support weapon, being ok at crowds, ok with armour, and great at dealing with destructible objectives like nests, fabricators (kinda) and distant shrooms. Its ammo capacity also helps in this regard. The major downside of course being its ammo pack. Its almost a mix between the railgun, grenade launcher and anti-materiel rifle. Getting some of the range and the ammo capacity of the AMR, some of the penetration and high priority target killing from the railgun and some of the swarm clearing and obj destruction from the grenade launcher. On your comment about the railgun, unsafe is not needed to one shot a bile titan. There is a very specific spot on its neck/head that allows you to instakill a titan in one shot in safe mode. I dont think Ive seen a single real reason to use unsafe mode, it doesnt reduce how many shots are need to strip the armour off a charger, it can still one shot titans and hulks in safe mode, and against tanks you realistically wont be behind one consistently enough on suicide or higher.
One of my favorite moments in this game actually involved chargers. There were two of them, because there's never just one, and they were both charging me at once. However, they were coming from two different directions. Not really having time to think, I just jumped out of the way and prayed... And they ran into each other and stunned each other. Like a freaking cartoon. One of the funniest things I've ever seen in this game.
Some points. The Arc Thrower is a great weapon. No ammo use, and good mid and even long range at it can arc like 25-50% longer than you can shoot sometimes. Shields on the team is a good idea. Also seems it gets te tesla to shoot faster too, but it will also damage it. On the Tesla tower. They will destroy other towers close by, but not other teslas, so you can plant 4 close by and get a tesla wall. The time is also low at 150 seconds.
Remember the Flamer... I mean flamethrower is a very efficient weapon against bugs, even chargers, assuming you keep yourself aware of the AoE damage field and ally position.
The scythe is really good against the basic mobs. Scavengers and basic bots go down in a second against it. The problem is that it is kinda all its good at is that, so its use is limited. I tend to use it on my autocannon build, since I basically shell anything larger than a basic bug with autocannon blasts anyway.
4:50 if it kill friend ill buy mortar instead............. ohh man he didn't know that mortar will kill his friend more than arc do. at least you control arc thrower.
Arc thrower is a bit like granade launcher or autocanon. It sucks at short range. The only difference is it won't kill you with explosion it will just miss the target 90% of the time. But it is really good mid range. And im almost sure it can strip armour.
Not nerfing things doesn't enforce a meta unless it's combined with not buffing weak things. Ideally, in a purely PvE game, the useless things would be buffed before the strong things are nerfed. Obviously this changes if something is TOO strong. But if the strongest thing is appropriately strong, then the bad things should be buffed.
27:05 How dare these devs not have OPTIONS that allow you to BIND your KEYS to prevent "fat-fingering", but that'd also prevent content and engagement. Too bad such a thing doesn't exist.
The Emperor protects those who fight in His name And if you're going to spend any cash on any game's micro-transactions, let it be Helldiver's shop. Throw money and support at this game till you can't think anymore!
I found the Arc Thrower to be the perfect weapon to deal with any and every enemy type, with the exception of Bile Titans and Hulks. Those get a Railcannon Strike. Edit: You keep charging to 60 % after the first full charge, keep slowly moving as you fire, stay in front of your people or go off to the side. You don't ever have to stop firing. There is no reload, no cooldown, only a brief charge up between shots. It may not look like it does much on larger enemies, but I've killed AT-ATs, Chainsaw-Walkers, Chargers and everything smaller than that with that glorious weapon. Patience, Positioning, keep fucking firing.
Now this mostly me talking out of my ass, but if they continue the route their going, things are going to be nuts. Take this with a grain of salt but lets say the next faction they add is like the unholy offspring of the eldar and the tau. Sleep well with that tidbit.
The squids are coming and the bugs fly, apparently if we failed with the termicide it would have been worse as well. Squids are just shooting blue beams and showing signs they're around. Gonna be real fun soon.
Rather than nerf things, I'd rather under perfoming things were brought up to a similar level. I don't think any of the weapons are particularly "OP", nor do I think the game is actually so difficult that you must adhere to some strict meta... modern gamers are sadly just absolute meta whores who will not stray from what is considered mathematically superior. So far I have felt the different weapon class do all have their uses, it's within each individual class that issues lie. - Shotguns, the other shotguns just don't have a role next to the Breaker. The pumps actions don't do significantly more damage (like 20 more damage or actually less damage for the slug) and have less than 1/3 the capacity for ammo and shoot slower... so rather than nerf the breaker, increase their damage and give them a bit more ammo so that they can take out bigger targets more efficiently but won't crowd clear quite as well as the breaker. - Sniper Rifles/Marksman rifles... holy shit why don't these of all weapons have Medium armour pen? But one of the the assault rifles does? - Assault rifles actually feel nice - Explosive rifle (Jar) is pretty potent, just not gonna clear out a crowd.. but a well placed shot can one or two shot a Devastator. Sorry for the weirdly long comment on what was like a 10 second part of the video :P
I agree somewhat, but I don't think there is a huge balance issue. Some weapons could have some improvments (the second Marksman has no need for that bad handling) but overall is fine. This is a live service game, and there are many things planned that they have not yet presented, where some of these weapons will make more sence, but I dont know, lets wait and see. For example weapon customisation is coming and this will surely aliviate some "balance" issue with some weapons. Also, some of the weapons are niche, very good at something specific, and very bad at others. The slugger for example, I love it, it staggers stalkers, and if you hit 2-3 headshots, they dead. It can also blow up doors, nice. It is not meant to be used on the smaller enemies, is totally overkill. Use the pistol instead. Also, the meme gun, spray and pray excels at killing the smaller ones very good, but is bad against all others. At the end use whatever you want and like. If running as a squad, this is not a problem. Issue is with randoms where all go as one man army, then yes, you want the best all rounders, and not specialized weapons. I just want some quality of life updates such as: rejoin on crash, skippable screens for joining leaving lobbies (when it takes a few tries for a suitable lobby this can add up to minutes), sending messages to ingame friends not on your lobby, DLSS / FSR support. Balance I do not really care, neither with the galatic war, just have at all times every biome available and thats fine by me.
@@AntonioBean specialization is good if the thing actually does the job better than anything else. As it stands the "specialized" weapons are typically just worse versions of the base gun except for the slugger. Damage over time is too low to ever seriously use the incendiary breaker or flamethrower for that matter, the S&P version is worse in every regard except magazine size and can barely even kill basic enemies outside of point blank range. The counter sniper handles like shit and is again, worse in every way except for the raw damage which is only 16 points higher. I've got 157 hours in this game now, been playing since release day and I've unlocked nearly everything. There's no real excuse for some of these weapons being as shitty as they are. Love the game but when over half of the usable roster don't feel good to use, there's a problem. First game had a pretty substantial roster of guns that all felt like they had a role to play, even if it was really niche.
"I thought I was the gayest straight man." Yeah, so did I. Turns out that + women feeling safe around you is just the bisexual dude pipeline ¯\_(ツ)_/¯ Ask me how I know.