To all the people that say the patriot's rocket pod is fine I say this: No. No, it's not. And we have proof of that because we had a version on release of the mech when the targeting circle worked fine for both rockets AND the gattling. Not just one or the other. It also had the ability to aim down properly back then. Sure you can blow yourself up easily if you stand on even ground but standing on a hill and NOT being able to shoot down the slope is by FAR the more pressing issues than some new pilot accidently blowing themselves up because they shoot anti-tank ammo at their mechs feet. The latter being a skill issue, not a bug.
Same case as Eruptor's shrapnel. "The shrapnel keep killing it's user cuz they fired it too close so we remove it". I'm ok with them nerfing the 12 mags, but there's absolutely nothing wrong with the shrapnel, again it's a skill issue you died cuz u use it at close range
@@ksuma715 There was a genuine issue of the Eruptor actually killing people at random, however this issue was ONLY an issue after they made tweaks to shrapnel to begin with. Instead of undoing those tweaks they dumpstered the Eruptor.
@@ksuma715 Yeah. I mean, the shrapnel being basically RNG and not at all reliable was very annoying, but it was still way better than what we have now, and at least it was fun when it did work. Now the Eruptor just feels like a glacially slow and cumbersome long-range grenade pistol.
Agreed I think I killed myself twice in the exo suit when it first came out but once I understood why it was happening it was really easy to avoid I hope if they can’t find a viable fix they just revert it
@@BackwardsPancakeIt now has the same exact dmg as the Crossbow with almost same explosion radius. The crossbow for me is just better with it being faster at aiming and shooting, too bad it can't destroy fab/holes.
Maybe because he doesn't understand of how the game play was actually intended? stop band wagoning and maybe try to think for yourself more. This game was made by relying on other things like support weapons and strategems too. You can't just rely one one stratgem to clear the whole level.
Its most certainly is not "undercooked and Sabotaged". That said I feel it could use more Ammo per arm. I also think people where thinking this thing was supposed to be Stronger then actually is. These are AUTO CANNONS not Anti Tank Guns.
@@jaywerner8415 Actually they are anti-tank. The EXO-49 EMANCIPATOR has the same Auto cannons as the Auto cannon sentry (which are anti-tank). People forget that the Auto cannon support gun isn't the only Auto cannon Hell divers have access to...
@@AC-Vistralsomething that takes up a stratagem slot, only as 2 uses, a 10 minutes cooldown and prevents you from using any other stratagems while using it should have some power.
@@jaywerner8415 they are anti tank there Heavy autocannons (just has two barrels) the ones that the Pelicans shoot there heavy armour penetrating but the emancipators specifically have 170 less damage than the handheld autocannon which doesn't penetrate heavy armour Basically its a worse un reloadable handheld autocannon the only benefit being it actually penetrates heavy armour but it does so much less damage it's you barely notice it's an anti tank
@@Puttis "less fun" sounds like fun exist first 10-50 hours and then game cant enjoy you because its become too easy. Remind to yourself how often u actually lose your mission because of hight difficulty of gameplay. I really didnt lose any mission in 250 hours. There is no hard content to be enjoyable in the endgame. I would recomend you to try on vermintide 2 at cataclysm dif, where after single mistake horde able to fok all of your team in half a sec
Friendly reminder the emancipator mech in helldivers 1 had: - 250 shots per arm with 500 total - Could fire stratagems, even while moving - Trampled all small enemies for an instant kill with zero self damage - Had sufficient resistance to tank several minutes of fighting on frontline - Moved significantly faster - Had more damage per shot and aoe than this suit - Had heavy armor - And you could stack mech stratagems so you could use it the entire match I think for a two use, 10 minutes per cool down stratagem it could use a huge buff back to its original counterpart
The 1 Mech restriction sucks especially because you can't bring a mech for each of the bois anymore. The Obsidian, to which this is the successor to, had a FAR hire rate of fire might I add. That thing was a sitting duck against tank armor, but anything less got SHREDDED by twin twin-linked Autocannons. It was great.
The fact they give us strategems and then tell us we can't use 2 at the same time 😂 incredibly stupid, if I want to run 2 mechs and use 1 at each objective and 1 for extraction that shouldn't be a fucking issue. That's the issue with their game, they want us to play the way they want, instead of giving us the options and letting us play the game. What's next, limit us to 1 support weapon per game? That way everyone has to use the EATs and nothing else or make a change cause they don't like it.
I was so ready to bring the 2 mechs to missions man... My first experience whit the mechs is weird in retrospective whit the patriot I use it for 10 seconds and exploded (glitch were my own missile killed me) and whit the emancipator I was on a hill and quickly noticed that you cant shoot down, idk why I like them so much they are so bad.
6:20 actually there are several weapons in the game with misaligned sights like the AMR and HMG. They “fixed” some of the misalignment but both weapons are still misaligned.
Once they fix the misalignment, I pray they actually change that awful sci-fi garbage sight to a proper marksman cross. Just put the Liberator scope on the AMR and Counter Sniper damn it
How can you not have fun shooting a single enemy over 20 times in a fast-paced, coop 3rd person shooter? /sacrasm On a serious note, the original Helldiver's mech equivalent had 500 rounds. That tells you how much the "vision" has changed. I wonder how many of the OG devs are still working there.
Johan, the CEO and now stepping down to be Creative director designed magicka, helldivers one and helldivers 2 on launch himself. It's independent balance devs and bug fixing devs that make these changes
@@Paradox1012 they shouldn’t be that “independent” given how “small” they like to say they’re dev team is. they need a lot more cohesion and less confusion on their QA/play testing. everyone should be on the same page, that’s the advantage when you have a smaller dev team. or they need to hire more workers. the game has been out for quite a while, the onboarding process shouldn’t be that bad at this point.
to be fair, the obsidian worke more with machineguns than autocannons: no splash damage, no heavy armor damage. i think the splash especially can justify the slower fire rate since it means a single shot can kill multiple enemies... except that somehow you can fire the shoulder mounted one WAY faster than the vehicle-mounted, double guns for some reason
Ive stopped playing this game regularly but still watch videos in hopes itll turn around. Only in 2024 can a game be an unexpected hit, garnering multiple times the expected player numbers and slowly kill enthusiasm through weapon balancing and other siloy decisions.
People saying skill issue and coping that something is intended is about par for the course in this community. Because if you enjoy a game, that means criticism of any kind is forbidden obviously
Thing is, it has the same base-damage per-shot as the Autocannon _turret,_ which does 300 damage. However, the turret and infantry autocannon have the same "durable damage" as they have base damage, which means it hits tough enemies reliably. The Emancipator does _60_ durable damage. That's less than half the infantry autocannon's durable damage. This thing can't damage the only things you'd want to use it on.
And honestly, even if it did that much damage, it would probably still be kind of bad - Because the cooldown and the call-in limits are so severe, and you can get similar performance way more granularly and efficiently with other stratagems.
It's not quite that simple, as the Emancipator autocannons have a higher armour penetration rating than the handheld autocannon. So against level 5 armour, the Emancipator will do 60 durable while the AC8 does nothing. Against level 4, they both do 60 durable damage. It's still absolutely wild that it does so much less damage to durable targets than a sentry that mounts the exact same gun.
@@ReddwarfIV - Yeah, you got it. It's got the exact same stats as the turret version... except the durable damage. The thing that makes it effective against large targets is 1/5th as strong.
They're not killing the game. They made mistakes, they're in the process of fixing them. Just wait for a bit and stop saying a game is killed when it still has 60k players a day.
@@fynii9478 They're killing the game. The game is not dead yet, but they are killing it. Hopefully that stops with the next patch now that Pilestedt is more hands-on to remind the devs to not be fucking incompetent. But that doesn't refute the notion that prior to that, the devs have been killing the game.
Balance team: "He's right, to make it more realistic it should be far slower, nosier, occasionally get its foot stuck in a pothole and there should be a chance for the autocannon bullets to ricochet and hit the player"
Funny thing is, the ranged melee weapons in Remnant 2 have the exact same problem as the mech you were describing. It's not as awful there because you throw the melee weapons one at a time slowly and you kind of don't need to change shoulders much in Remnant 2 so you don't really need an extended period of throwing over your left shoulder, but you have to do the same gimmick of aim > change shoulder > stop aiming > pull melee weapon to get a left shoulder throw.
It's always a sign of a healthy game when players need to fear coming with criticism of new weapons that should act like similar pre-existing ones because the devs will then proceed to nerf the pre-existing ones into the ground :^)
I bet the Emancipator cant aim down same reason as the other mech - devs dont know how to stop it from immediately blowing itself to hell - thats why the rockets dont shoot to the reticle, dev team incapable of getting the reticle to line up AND not have the mech blow itself to hell. Bet its the same bullshit. Devs are focusing on fixing the symptoms not the cause, thats also why the railgun and eruptor got nerfed to hell too... Instead of fixing the bug, they just nerf the kit until the bug doesnt matter anymore...
This 1000% they take lazy routes to fix problems instead of fixing the problem itself they say “let’s just make it not aim down so it can’t blow itself up” same reasoning for nerfing eruptor “the shrapnel is bugged so instead of figuring out why let’s just remove shrapnel bam no more bug” it’s so lazy
@@BWING224 It's a shame they don't have geniuses like you on the dev team that can instantly solve their problems. Maybe you should send them your resumé.
Not being able to shoot downwards is one thing, but it is annoying that circle from the cross hair is actually indicating that the barrel is pointing downwards. That mechanism seems to be completely bugged, because in quite a few parts of the video you can see that the canons are NOT firing at the circle.
I dropped the game about a patch or two ago due to the devs constant meddling with weapon balancing. There’s nothing more deflating than seeing something g nerfed to shit after you’ve grown attached to it. Something major must be done to the balancing team.
This is the key issue, and one that Ratatoskr lightly touches with the "just learn where the misaligned reticle is shooting the rockets" comment from previous video. You can, yes - but what is the guarantee that it will work the same even tomorrow, or two days from now, or next week? They keep changing and tweaking and changing everything that it's straight up impossible to develop any kind of muscle memory for stuff, because as soon as you're used to something working a certain way, it's changed and nerfed. Cool!
Being able to bring a full set of vehicle stratagems has been my dream for this game since the Patriot got leaked, and not being able to do that is such a soul crushing thing. Sure, it’s not realistic, but it’s FUN. Fun should be prioritized. Not whatever the balance team has been doing.
Unfortunately, Arrowhead's track record suggests that the Patriot's aiming issue will be flagged as an exploit(you can shoot two targets at once! wow so broken!) and the subsequent balancing nerf will simply remove the rocket pod, hence removing the "unintended behavior". I hope we see that promised attitude adjustment soon...
@@NivRel What is said and what is done remains to be seen. Unless Alexus is removed from the balance team, we can only assume the only thing we'll keep getting is non-sensical nerfs and "buffs".
@@mrbigglezworth42 and employee doesn't have a Word over a course change from the CEO itself Anyway, It isn't blind optimism if i say that the next 2/3 patches at most Will prove a lot of people wrong (Just don't like people acting as if they didn't Say It themeselves that they have seen the issue and will do a course correction, you'll ha e people like that Scream around, then never doing the same when positive changes come)
@@NivRel that’s a lot of faith to have for someone that hasn’t done much for the community. I’d like to believe that the former ceo can just come in and magically fix things but I’m just tired of waiting and having my hopes crushed. I’ll come back to the game in a few months and see. I wouldn’t hold my breath on it tho.
@@AudiblyBlind that's... more like logical thinking? Dude, if a higher up tells you to change course you change course, it's not that complicated We are kinda 100% sure the people working there had the issue of overwork, that led to them using data rather than feeling to balance stuff, and It al makes sense, these info are pretty Easy to get even whitout the company's transparency, we are talking to people, not a corporate entity, change can happen with more ease
I was excited about the mechs but I was always wondering why I don't see high level players use them, all of this explains why. I also feel the same way about the weapon variety and choices in the game.
That's bullshit tho, there i can't a gree, the fucking point Is It bering a n exo, not a mecha, It carryes weapons, It ever said anywhere It was armored @@enishiyukishiro6751
High level players have to take into account the value you get for each stratagem slot. The mechs are not worth their 10minute CD for 2 minutes of value at most. By comparison, you'd be better off bringing a 500kg eagle strike.
It is actually really tough if you use it right. I really like bringing it even on helldive missions. It does run out of ammo and you can only summon it twice per mission. But now you can summon both mechs you can pretty much spend most of the mission riding one! I don't understand why more people aren't using them. At the very least you don't have to run everywhere on foot like a peasant.
@@dmar3651 Really makes me wonder what's the point of adding these in the game then? I said I feel the same way for weapons too because on paper you will see the variety and be like, "Oh so many guns," Then play a bit on like even difficulty 6 or something and realize you need Med Armor Pen, but wait, Liberator Penetrator which is supposed to be that solution to the problem however, it does so little damage compared to it's default version that I really feel cheated out of my medals when I bought it. Arrowhead simply doesn't know how to balance their game it seems.
1:40 I think the restriction to look down has nothing to do with realism. It’s what they did to the rockets to stop the players from blowing themselves up, and it got carried over to the ACs as well. Just let us shoot at our feet I say, if I blow myself up, woe me
Adding a mech hanger ship module is actually a brilliant idea. They would simultaneously add content for us to work on, and make mechs a viable strategy.
Edited after watching in full: Especially agre with adding a mech / vehicle bay set of upgrades to our super destroyers. Let us spec into mechdiver with a heavy investment of samples.
Nothing will change until they fire Alex, the guy who is making all these nerfs. He also ran neighbor into the ground by overly nerfing everything in that game too. I dropped this game after first mech got nerfed and just went back to deep rock galactic. I suggest people just move on because nerfing everything isn’t going anywhere. If you’re having fun stay with it, for me, it gets old seeing half decent weapons get nerfed. Not allowed to have fun in a video game.
Just a check so that I know I’m talking to someone who knows what he’s doing/talking about: Is heavy AT (meaning rocket launchers and Quasar Cannon) an absolute necessity for every player on Helldive bugs?
@@dunadan7136I know you're not talking to me, but this is the reason I hate playing lvl9. Not because it's hard, but because it ironically limits the FREEDOM of what Stratagems you should bring
@@ksuma715 (Also, the correct answer for Helldive bugs is that no, you don't actually need everyone to bring rocket launchers and Quasars. If anything, this is sub-optimal since this basically leaves nothing for quickly clearing the equally dangerous mediums. For anti-tank work, good use of the 500 kg and Precision Strike works just fine, especially for players leaning more into swarm clear. Swarm clear is a big reason why the default MG is actually still a strong pick for Helldive bugs.)
@@dunadan7136Of course, it is NOT NEEDED, but due to how many Heavies there are in lv9 you're far better off to carry those. 500+precision also has always been my go to for lvl9 bug(change ops if there's orb scatter), with 400 hours of "testing" just on the bugs, I've found it is MUCH better to compliment those 2 strats with 2 other heavy killer strats, such as Quasar/Eat specifically for Chargers, 110pods to clear those titans that didn't die from 500 etc etc. . Mob clear is cake walk without strat and never been an issue, I always use either Sickle or Blitzser due to their inf ammo(and stagger for the Blitzser), consistently racking 300-400 kills per game without any mob killer strat. . This is the "freedom limitation" I was referring, it's better(almost mandatory)to focus Heavy Killer strats, thus limiting the Strats you should take. Of course you can take any Stratagems you want, but if there's a sharper knife why bother with the blunt ones
On the range of movement for the autocannons, I think it’s a straightforward survivability/QoL feature. You don’t want to accidentally aim at your feet and blow yourself up. The Emancipator AC already has buffed splash damage compared to the handheld one and affects enemies further out from the impact zone. You could easily blow yourself up with that. I feel it is fine the way it is.
I’m thinking that doubling the ammo (from 150 to 300) and letting the thing look/shoot down would be fine. That much ammo would let it solo Bile Titans *in an emergency if needed* without blowing a huge chunk of its ammo. But the play seems to be to pop out of the mech, smack the Titan’s forehead with a quasar shot, then get back in the Emancipator and a handful of shots to the forehead will finish the Titan off (this is Thiccfila’s strategy). Remember that a Bile Titan is actually relatively close to death after a single anti-tank level shot to its forehead. Of course if the Patriot’s missiles were accurate we could just leave that as out “Heavy Enemy Killer” mech via missiles and the Emancipator could feel more comfortable in its niche as a “Medium Enemy Killer”.
Instead of expanding the magazine, just let us reload the thing with the ammo backpack. One square per gun, that’s the entire backpack per the whole mech
I dont know about the lower gun depression. You’re supposed to work with your team and let your teammates handle the bugs at your feet. It is a teamwork oriented game after all.
We are going to get a vehicle upgrade bay at some point -- from what I've heard, the engineering bay in the back right of the super destroyer is already a space reserved for that. But of course, it's not out yet. And probably won't be for....I don't know, I assume they'd want to release more vehicles for it to support, so at least four months? And in the meantime, all those hypothetical upgrades do us little good.
I sure hope this doesn't turn into Red dead redemption 2 online, where it's painfully obvious how easy it would be to improve the game, but they just refuse to do it. From day 1 the online should have been about robbing and stealing across the country, instead it was a ridiculous penny pinching grind.
ngl, places that have hd2 banned have it the best. get helldivers 1 and call it a day. it’s cheaper on sale, has more content, doesn’t crash on launch, is actually fun to play, and the community is better as well. I’m tired of defending this game when all it has done is let me down.
Another thing to help with aim is to allow you to swap shoulders so you can switch perspective and aim each arm easier. But being able to do it without holding your aim button. The issue with aim is also present when on foot as any packs or support weapons block your view when you swap shoulders. They should be see through, the models fade a little or they mirror the models to let you see better.
It's actually hilarious that you use misaligned sights on a gun as a point of comparison to the mech rocket aiming, because that is another problem that the devs claim to have "fixed" on certain guns that really need that scope working
I thought about this lately and was inspired by the movie “Atlas” on Netflix. What if we made the mini map button, while in the mech, put us in first person view. We get the mini map set to full zoom on player with option to zoom in or out and d-pad disabled in this mode. The map would be on our bottom right of the screen with active enemy pings. This would free up triggers and bumpers to be our “armaments”. I love the idea of 1st person mech play
6:50 guns function the same way, obviously the sight is right above it so you wont shoot to the side unless it is badly calibrated or you made a mistake BUT the sight is always setup for a specific range. With the exoskeleton, your aim circle is in the middle while your gun is to the side so ofcourse , depending on range the circle will be more or less off.
Explosive rounds would help against hordes since the only guns it has are twin-linked autocannons. Give it something more then just being a sidegrade to the man-portable autocannon and autocannon sentry. The guns are mounted on a damn vehicle, they should logically be using larger caliber rounds since the platform carrying it can support them.
A slight fix to the aiming issues of the patriot is changing the camera side to the other shoulder of the mech. However the way the binding currently works you have to hold down your aiming button. Which is also one of your firing buttons. Really need a fix so shoulder camera switch is just a permanent toggle.
IMO they need to get rid of the left arm and add a magazine box instead of it doubling capacity for the right arm. Also increase damage done to armored targets and allow us to shoot down. Add a stratagem launcher to it so we don;t have to exit to call stuff. Walkers should also have heavier armor. Give it a higher cooldown timer I don't care, just make it worth bringing it on a mission other tan "its my anti fire-tornado car".
From the sound of it a good solution for the exo-45 would be to change the perspective so that aiming is centered (which feels like that should already be how it works since you in the center of the mech) and then add two reticles to display Gatling and and rockets. If something like this is done, I hope they make it an option to toggle that way people can test it out before it is implemented. Edit: I also realized that since the mech can’t reload they could just make the reload button while in the mech change perspective.
The lack of gun depression is also a sign that the devs hate players having high ground advantage, which also includes preventing players from dropping above cliffs and sentry strategem balls not sticking to completely flat clifftops.
The emancipator is good in my opinion, was able to do a full difficulty 8 bot operation with only 1 other person while screwing around (teamkilling not by accident)
2:11 the reason it takes to long to kill a bile titan is due to a hidden mechanic called durable damage. The new exosuit has around 60 durable damage where as the handheld autocannon and the sentry have something around 260
my biggest issue with it is that for a mech wih weapons that reward accuracy, its nearly impossible to align shots properly especially against smaller targets. Cueme on my test run needing 3 shots to kill a single automatons because the shots dont go where I am aiming...
Imho Emancipator is... mostly ok as a generalist mech. Yeah it has issues and shortcoming but you can say that about just about everything in HD2. The patriot REALLY needs to have its rockets fixed though. Also i'm sure the next round of ship unlocks will have at least one upgrade for mechs/vehicles.
the mechs not working properly is a problem that needs to be fixed, not just the result of nerfs. while the balancing isn't perfect I still feel most of the weapon nerfs were fine and given more time I'm sure arrowhead can fine tune the rest.
I've seen some people suggest that you should be able to re-arm the mechs. And I think that could be the main balancing factor. Maybe the mech can only be called in ONCE, but the Pelican AAA roadside assistance is what actually has the cooldown. Maybe you can also upgrade this with a ship module/booster at some point along the line. I feel like, if they were to fix the aiming problem, maybe buff the mech's armor/HP slightly, and increase the ammo, being able to re-arm could be a huge QoL boost for the mechs. Currently there's a lot of people that are trying to say that the Emancipator is actually great and that they're wiping helldives with it or whatever, but these people are conveniently leaving out the fact that the mech is free for everyone to use right now. How many people are going to be using this in their regular loadout once it takes up a slot?
I think the mech should have 50-80% blast resistance for automaton missions, along with a single use resupply stratagem that you call in per mech, carry over and interact with the mech to resupply. Similar to the SEAF artillery shells. Especially if they are planning of giving people the ability to repair vehicles mid mission.
I definitely don't mind having a ship module fix all the shortcomings of the Mechs but the fixes to the aiming of the Patriot need to happen. The reason I'm ok with the ship module route are the Mechs are a great power trip on lower difficulties but struggle hard to remain relevant on harder difficulties due to its relative health, ammo reserves, extremely limited uses and cooldown. Just like the turrets. Before the upgrades the turrets turned slowly (affected fire rate), had poor ammo (didn't last long), and had paper defenses. When ever you summoned it on higher difficulties it would gun down the first 5 enemies and due to its slow targeting would get mobbed and die. After the upgrades the turrets became a decent choice on higher difficulties.
Have a ship module to allow resupply for mech ammunition. Drops like a resupply strat and have you or a buddy reload the mech just like the Matrix reloads. That sounds fun.
It's such a shame, because the mech was my favorite thing when it was released, and then somehow by "fixing it" they made it less fun for me to use because suddenly it feels like I can't control it fully anymore. I know in theory it's more reliable and durable now, but... I only have 14 rockets and I don't like wasting them because suddenly the game won't let me aim them. We desperately need the tweaks you suggested and then a ship module on top of that. Fix aiming, give ADS, allow at least two different mech strats per mission. Then the modules can give us things like even MORE ammo, more armor, more mech uses, lower mech cooldowns, etc. It wouldn't be OP really because a single helldiver can only use one mech at a time. You'd largely be hamstringing yourself for the ability to have more mech options. Now if they wanted to go full Titanfall and give us autonomous mech suits... that would be hilarious, but I don't think they'll go that route.
The mech is a solid stratagem, but it just feels on par with other reusable strats like the bombardment ones. If they don't buff it, they need to atleast change the recharge/uses#, because i couldn't imagine taking a mech over the other choices. Hell if u keep a rocket turret alive thats 40 rockets for a 180 cooldown
it'd be fine if it was this fragile with unlimited uses and 3-4min cooldown, the 2 uses 10 minutes apart absolutely kills it, nothing makes me wanna rage quite faster than your mech getting merked by a rogue rocket or bug breach as soon as you call it in and your just staring at a 10minute cooldown pondering why you even bothered...
😂 how about this, dropped into my first game, dropped my exo suit and the resupply destroyed it, then, later I joined a game, dropped my mech at a flag raising point, and my mech ended up on top of the statue, luckily I had a jet pack to get to it, otherwise it would have been a waste, but an eagle never misses 😂
@@IsaacMSingleton1 BRO that happens like 50% of the time it gets dropped on a statue or some rock you cant climb WTF so many times you call it in an open field and pilot be like 'yeah nah this un'climable obstacle 20m away from were you called it will make a fine landing pad'
You shouldn't need a ship module to zoom/ADS. It would be rather silly, as the helldiver in the cockpit is already doing this. It's just us as the player that can't.
It isn't meant to deal with Bile Titans well, you have 3 other strategem slots for that and 3 additional teammates as well. It shines against the mediums which are the deadliest enemies on both fronts, anything more and you're turning the infantry game into a mech game.
Speaking of bile titan, if you have teammate with any rocket launcher then you can finish bile pretty quickly with autocannon mech. Head has 750hp and single rocket strike leaves it at only at 100hp with is only 4 hits with mech AC, this is same 1 rocket 1 thermite damage tech
You're right about the mechs and you're right about people being dumb about "get used to it" that's stupid why get used to a problem when they can easily fix it
My assumption is you can't shoot near your feet because you'd be killing yourself with splash damage. The minigun doesn't splash, so it gets more freedom to aim down. More ammo, an additional mech, more durability, and reduced cooldown time would all be very nice module upgrades for the future. So far I've been having a blast using the Emancipator as a nest sweeping/breach clearing workhorse, and then hopping out to bring the 500/Orbital Rail/Quasar to bear against Titans. I'm able to consistently stay in action on Helldive with squad support, but it's probably not something I would solo with due to how much aggro it draws from patrols.
You should be able to shoot near your feet regardless of splash damage. Seriously, thats the least thing to worry about when the pelican would somtimes drop the mech on some unreachable rocks.
Well you've always got the stomp attack for anything little that's standing on your feet but too big to just crush by walking over it. Anything bigger will be hit by the guns whether you aim at your feet or not. You definitely have to be careful with the beacon lol. I called one in near a wall and it ended up dropping inside the wall and immediately exploding. I started finding clear areas to deploy after that
I think the biggest problem is that you're unable to give more ammo to mech. Mostly because you will burn through the ammo. It's even worse when you miss you when you miss judge when you're aiming. I would like the option to reload the mech ammo.
Let’s rip deep. They need to make mechs be a load out in itself; complete with hangar and console interface. All mech weapons need specific tweaking and by added a separate console(load out) feature, devs can pin point which weapons need it and if needed, the coded can be tracked and organized more easily
in the first game emancipator mech had upgrade that gave his autocannons more mobility so you dont need to rotate the mech to aim autocannons, like with HMG emplacement in second game(it has some angle where your aim is faster and if you go further than that angle you need to rotate the turret), and it think it would be good upgrade for both mechs and emplacement
I was just saying to my people that you should have a cockpit view where your view is from the external cameras. And because they are cameras that will allow you to zoom in and being mech arms it should have 0 sway and pinpoint accuracy. The feel of the mech would be much improved with a cockpit first person view.
the point at 6:56 is something i've never thought about, ngl the main reason is because i choose to turn off the crosshairs in the hud settings because to me, it makes the game more intuitive and ngl fun i admit i know this is because i choose this style of playing the game to focus on immersion, but i can see how inaccurate crosshairs prob would really suck to play with 🤔🤔
They need to allow Helldivers with supply packs to restock a mech by using 2 out of the 4 pack slots per resupply. Would make the supply pack vital for mech pilots and lengthening the mech lifetime if they're smart about it.
The mech is definitely out of order and needs fixing. But think about the autocannon, it is not used to kill titans, but medium types of enemies. I like the idea of when we can use stratagems from the cockpit like in the first game, That way we could take care of the titans and save precious ammo for chargers, brood commaders and hive guards
Honestly, i dont really have a issue with the emaciapator suit EXCEPT maybe adding more zoomed in POV, currently it seems to far out to aim properly in 3rd person mode. As for the aiming down issues, its the same issue as the patriot, the guns have limits. I assume this is done for realism (simulate suit design etc) but they SHOULD limit your aiming as well or have a fixed reticles to to help us with aiming. At the very least add laser pointer to the weapon that has misaligned sights (left weapon laser when over right shoulder POV, right laser when on left POV)
All mechs should get the turret ship upgrades, 50% more ammo, more health faster trun rate and more explosive resistance would make them feel so much better
It’s a team of 4 centered game. The mech is not meant to be the optimal way of killing a bile titan. That’s were one of the 4 teammates comes in with a 500k bomb or orbital laser etc. while the mech driver is dealing with medium enemies and hordes.
🤓"I'm going to completely ignore the fact that the new exo suit is bugged and the original can still blow itself up by walking straight or to the left when firing rockets and both still have bad accuracy that wasnt an issue at launch, which means you waste more ammo missing than you need to making the mech useless faster and then you have a terrible cooldown/limited use wasting your stratgem slot, when you could have just brought any other stratgems to be more useful to the team instead of getting the littlest amount of value from it by optimal team coordination" video is about glaring issues that have nothing to do with team play. the excuses for its shortcomings are gatekeeping people who just want to enjoy the game at the bare minimum
Airstrike clears hordes and hurts heavies and can be called in way more often then rearmed. 380 also does wonders these days with the upgrade and has shorter CD and unlimited uses. Hell, my incendiary breaker murders mediums and hordes. It would make more sense on bots, but even then you often get limited to 3 strats and have to be picky.
so you watched the entire video Eravin made? because he went over the stats of the autocannons that the Exo suit has compared to the sentry. sentry autocannons 300 damage, 300 structure damage 5 armor pen. Exo autocannon 300 damage, 60 structure damage 5 armor pen. the biggest issue is that the Exo suit does 60 structure damage and not 300 that is where the bad ammo economy is coming from. I agree that you shouldn't have to go into the menu to find out there is a button to switch which side the camera is on and the aiming should be fixed.
how are the programmers in HD2 worse than the ones in HD1? How are we not able to bring 2 of anything? 2 of the same sentrys or 2 of the same gun? Why not?
Second reticle would be great. I heard Piles is a fan of Battletech, in the recent action games of that series you have two reticles. One for torso mounted weapons, and the other for hand mounted.
Yesterday I was able to kick some serious ass with the Emancipator against automatons, but the ammo was gone so quickly, and it has the same problem as the patriot, being a huge target with very little durability. Doesn’t even remotely justify the limited uses and 10 minute cooldown. Needs a considerable buff to reserve ammo and health.
I dont like the adaptive aim on the autocannons either. When tested on bots, it would miss the body mass of a human sized bot consistently. It was easier to shoot their feet and let the blast kill them. They simply dont aim directly into the circle either, but the circle does change the aim of the cannons. So whenever it jiggles you are not only uncapable of firing on the circle, its also moving where the cannon is aiming at making it harder to figure what offset is needed.
I liked the new mech but wish there was a way to reload the weapons. I would like there to be a melee attack for when ammo runs out. Maybe hit "F" key and the mech will kick with enough force to boot the target some distance and cause impact damage. Would really be cool if the kick damage would be able to destroy rocks and buildings. Say, if you kick a bug, it would knock it across the map and if it hit a building or rock, it would kill the bug and destroy the rock or building. Or if you just up and kick the building, you destroy the building.
I am very late to this video but I somehow missed both this and the one that came before talking about the aiming issues. I don't use mechs, but from what I can tell there's three problems that are making this whole thing... well... a problem. The first issue is that the camera is situated to the right of the mech where the right hand weapon is. This is great for infantry play since that's the shoulder all soldiers fire their weapons from, even swapping the view won't change the shoulder the infantry holds their weapons and if you try then you will get similar problems when there are objects in the way. The issue here is pretty damn obvious: the weapon that needs the most accuracy is situated on the left side of the mech, offset drastically from your view. Second issue: The game tries to converge your weapon's aim onto the reticle... but obviously it's not trying quite hard enough. In combination with the above issue, the missile launcher is actually aiming quite a ways to the right while the gatling gun can aim straight ahead. This is made worse the closer your target is to you. This can be alleviated somewhat by swapping what shoulder you are aiming from, but depending on your keybind setup this will force you to either shoot the gatling gun and waste ammo while looking over the left shoulder or force you to change your keybinds which isn't ideal either. Third issue: There are two crosshairs on the screen at one time. The more traditional cross which basically shows where your mouse cursor is, and the circle which shows where your weapon is aiming actually. The circle tries its best to stay on the crosshair at all times but it simulates things such as weapon recoil, imperfect aim, weapon sway, etc. The issue here is that the exosuits have two weapons, but despite this you only get one of these weapon reticles, and it appears to me it's ONLY showing you the reticle for the gatling gun, NOT the missile launcher. I'm not going to get into the specifics about whether chargers should be killed or armor stripped in X amount of shots because that's not what this post is about, instead I offer a simple solution to the aiming issue. Put the rocket pods on the right arm and the gatling gun on the left. This would very likely solve 90% of the aiming problems right there without needing to change anything in the UI or how the game determines aiming convergence or anything like that. A second solution could be moving the camera to be above the mech, or even a first person view inside the cockpit. The problem here is that you compromise a fair bit on aiming convergence, where both arms have to tilt towards the center of the screen instead of facing the reticle head-on. The third solution could be having two 'circular' reticles, one for the gatling gun and one for the missile launcher. If you split the circle in half so that the gatling gun reticle was a D and the missile launcher was the other half (a backwards D) then you could see where both weapons are aiming, but it would probably look really messy. Honestly, they should just put the missile launcher on the right arm and be done with it. E: I posted this comment halfway through the video for some reason so apologies if some of it is repeating what he already said. This is why I usually try to avoid doing that...
A 3rd mech and 5min cool down timer would be better, like I imagine there’s a spare mech on the destroyer so why does it have a cool down like they’re literally building another from scratch once one gets dropped…the eagle (while faster than the dropship) doesn’t take as long to resupply.
The emancipator is made for bots, it 2 shots devastators, 2 shots hulks (in the eyes only), also the bots don’t have a lot of “normal” enemy types, all the grunts are in small numbers
@@Tamachii12 also both the rocket and shield devastators you can demolish easily with this thing, you can wipe entire patrols too, also can take out the bot fabricator buildings
Heres an idea, why dont they just, idk center the camera on the mech? The left cannon on the emancipator is also less accurate because of the right aligned camera. If aligned the rockets still probably wouldnt be perfect, but would most certainly be better.
While I think the emancipator could be okay in theory at killing biletitans quickly, and could just use the QoL and ammo buffs you mentioned, it's really silly that the mech's AC deals ~25% of the (durable) damage of the portable AC. I think I would just have preferred a lot more damage but significantly slower fire rate...
The gun depression for the new mech kinda makes sense to mostly because it'll have the same issue of blowing the mech up like the previous one had. Granted it was more of a fluke in how the rockets were shot, this one can be more prominant because the shots have explosive properties. Does it need a little tweaking? Sure it can be tweaked. Everything can use some to an extent
Doesn't mean it is fun or effective though, you can dig a hole with a spoon but why bother with it when you have an excavator right beside you ? people should stop with the: But it is usable, it is but why bother with it when it doesn't feel fun or good to use.
I wish switching sides while aiming caused your character to switch which side the hold the gun on so you can shoot around the left side of cover more easily.
To all the people that say the patriot's rocket pod is fine I say this: No. No, it's not.
And we have proof of that because we had a version on release of the mech when the targeting circle worked fine for both rockets AND the gattling. Not just one or the other.
It also had the ability to aim down properly back then. Sure you can blow yourself up easily if you stand on even ground but standing on a hill and NOT being able to shoot down the slope is by FAR the more pressing issues than some new pilot accidently blowing themselves up because they shoot anti-tank ammo at their mechs feet. The latter being a skill issue, not a bug.
Same case as Eruptor's shrapnel. "The shrapnel keep killing it's user cuz they fired it too close so we remove it". I'm ok with them nerfing the 12 mags, but there's absolutely nothing wrong with the shrapnel, again it's a skill issue you died cuz u use it at close range
@@ksuma715 There was a genuine issue of the Eruptor actually killing people at random, however this issue was ONLY an issue after they made tweaks to shrapnel to begin with. Instead of undoing those tweaks they dumpstered the Eruptor.
@@ksuma715 Yeah.
I mean, the shrapnel being basically RNG and not at all reliable was very annoying, but it was still way better than what we have now, and at least it was fun when it did work. Now the Eruptor just feels like a glacially slow and cumbersome long-range grenade pistol.
Agreed I think I killed myself twice in the exo suit when it first came out but once I understood why it was happening it was really easy to avoid I hope if they can’t find a viable fix they just revert it
@@BackwardsPancakeIt now has the same exact dmg as the Crossbow with almost same explosion radius. The crossbow for me is just better with it being faster at aiming and shooting, too bad it can't destroy fab/holes.
Arrowhead: We hear you loud and clear! Nerfing the Autocannon sentry.
Wait did they actually nerf the autocannon sentry? It wasnt even remotely overpowered.
@@Talcor No. Not yet anyway.
Nah, I’d quit.
Man, even the elden ring squirrel guy is posting about how undercooked and sabotaged these stratagems are. Things need to change.
Maybe because he doesn't understand of how the game play was actually intended? stop band wagoning and maybe try to think for yourself more. This game was made by relying on other things like support weapons and strategems too. You can't just rely one one stratgem to clear the whole level.
Its most certainly is not "undercooked and Sabotaged". That said I feel it could use more Ammo per arm. I also think people where thinking this thing was supposed to be Stronger then actually is. These are AUTO CANNONS not Anti Tank Guns.
@@jaywerner8415 Actually they are anti-tank. The EXO-49 EMANCIPATOR has the same Auto cannons as the Auto cannon sentry (which are anti-tank). People forget that the Auto cannon support gun isn't the only Auto cannon Hell divers have access to...
@@AC-Vistralsomething that takes up a stratagem slot, only as 2 uses, a 10 minutes cooldown and prevents you from using any other stratagems while using it should have some power.
@@jaywerner8415 they are anti tank there Heavy autocannons (just has two barrels) the ones that the Pelicans shoot there heavy armour penetrating but the emancipators specifically have 170 less damage than the handheld autocannon which doesn't penetrate heavy armour
Basically its a worse un reloadable handheld autocannon the only benefit being it actually penetrates heavy armour but it does so much less damage it's you barely notice it's an anti tank
Arrowhead be over there pre-nerfing the new content. Classic.
And most of yall got a cry over everything problem
@@lukemehalick370 Imagine defending Arrowhead on this, when the CEO has admitted there is a problem with nerfs being the default setting for them.
Not really, nerfing weapons and making the game less fun is a pretty huge problem
*Alexus
@@Puttis "less fun" sounds like fun exist first 10-50 hours and then game cant enjoy you because its become too easy. Remind to yourself how often u actually lose your mission because of hight difficulty of gameplay. I really didnt lose any mission in 250 hours. There is no hard content to be enjoyable in the endgame. I would recomend you to try on vermintide 2 at cataclysm dif, where after single mistake horde able to fok all of your team in half a sec
Friendly reminder the emancipator mech in helldivers 1 had:
- 250 shots per arm with 500 total
- Could fire stratagems, even while moving
- Trampled all small enemies for an instant kill with zero self damage
- Had sufficient resistance to tank several minutes of fighting on frontline
- Moved significantly faster
- Had more damage per shot and aoe than this suit
- Had heavy armor
- And you could stack mech stratagems so you could use it the entire match
I think for a two use, 10 minutes per cool down stratagem it could use a huge buff back to its original counterpart
the dream is on the past we must have it in the future too
The 1 Mech restriction sucks especially because you can't bring a mech for each of the bois anymore.
The Obsidian, to which this is the successor to, had a FAR hire rate of fire might I add.
That thing was a sitting duck against tank armor, but anything less got SHREDDED by twin twin-linked Autocannons. It was great.
you can, actually equip the two mechs at the same time its just wack broken for no reason.. still doesn't excuse how bad they are
Equip a mech, then another stratagem, then the second mech
The fact they give us strategems and then tell us we can't use 2 at the same time 😂 incredibly stupid, if I want to run 2 mechs and use 1 at each objective and 1 for extraction that shouldn't be a fucking issue. That's the issue with their game, they want us to play the way they want, instead of giving us the options and letting us play the game. What's next, limit us to 1 support weapon per game? That way everyone has to use the EATs and nothing else or make a change cause they don't like it.
I was so ready to bring the 2 mechs to missions man... My first experience whit the mechs is weird in retrospective whit the patriot I use it for 10 seconds and exploded (glitch were my own missile killed me) and whit the emancipator I was on a hill and quickly noticed that you cant shoot down, idk why I like them so much they are so bad.
Pretty sure it’s a glitch. If you use the first and fourth slot I’ve been able to take two every time
6:20 actually there are several weapons in the game with misaligned sights like the AMR and HMG. They “fixed” some of the misalignment but both weapons are still misaligned.
Apparently, the HMG sights were put in inverted, which is why the red dot was like in the top half.
Absolutely hilarious if true.
@@MrDoggo23 I believe that the AH devs are that incompetent honestly, look at everything else.
Once they fix the misalignment, I pray they actually change that awful sci-fi garbage sight to a proper marksman cross. Just put the Liberator scope on the AMR and Counter Sniper damn it
Counter sniper as well, hell I'm at the point I think it's on PURPOSE cause they don't want us to get easy 1 shot on devestators.
How can you not have fun shooting a single enemy over 20 times in a fast-paced, coop 3rd person shooter? /sacrasm
On a serious note, the original Helldiver's mech equivalent had 500 rounds. That tells you how much the "vision" has changed. I wonder how many of the OG devs are still working there.
Incorrect, it started off at 150 per arm aka 300 and then, WITH VEHICLE BAY UPGRADES you could ge tit up to 500
Johan, the CEO and now stepping down to be Creative director designed magicka, helldivers one and helldivers 2 on launch himself. It's independent balance devs and bug fixing devs that make these changes
@@Paradox1012 they shouldn’t be that “independent” given how “small” they like to say they’re dev team is.
they need a lot more cohesion and less confusion on their QA/play testing. everyone should be on the same page, that’s the advantage when you have a smaller dev team. or they need to hire more workers. the game has been out for quite a while, the onboarding process shouldn’t be that bad at this point.
to be fair, the obsidian worke more with machineguns than autocannons: no splash damage, no heavy armor damage. i think the splash especially can justify the slower fire rate since it means a single shot can kill multiple enemies... except that somehow you can fire the shoulder mounted one WAY faster than the vehicle-mounted, double guns for some reason
So make it better so that when all 4 squad members call them in, there's 0% chance of failing.
Ive stopped playing this game regularly but still watch videos in hopes itll turn around. Only in 2024 can a game be an unexpected hit, garnering multiple times the expected player numbers and slowly kill enthusiasm through weapon balancing and other siloy decisions.
I feel like a shift is gonna come when the new enemy faction is released.
Yeah I loved this game but after nerfing every weapon I used I just gave up
@@mint5438 Now we can use our un-fun weapons against even more annoying enemies.
People saying skill issue and coping that something is intended is about par for the course in this community. Because if you enjoy a game, that means criticism of any kind is forbidden obviously
It was absolutely horrible when the game first launched, if you gave any valid criticism at all people would fucking hound you
Which is pretty damn amusing as all my mates who enjoy this game and are quite good at it hound itsshit constantly.
When ppl say skill issue I say, what skill lmao.
They are dumb
Dude I love this game but even I'm at my wits end with the current dogshit state this game is in right now
Thing is, it has the same base-damage per-shot as the Autocannon _turret,_ which does 300 damage. However, the turret and infantry autocannon have the same "durable damage" as they have base damage, which means it hits tough enemies reliably. The Emancipator does _60_ durable damage. That's less than half the infantry autocannon's durable damage. This thing can't damage the only things you'd want to use it on.
And honestly, even if it did that much damage, it would probably still be kind of bad - Because the cooldown and the call-in limits are so severe, and you can get similar performance way more granularly and efficiently with other stratagems.
It's not quite that simple, as the Emancipator autocannons have a higher armour penetration rating than the handheld autocannon. So against level 5 armour, the Emancipator will do 60 durable while the AC8 does nothing. Against level 4, they both do 60 durable damage.
It's still absolutely wild that it does so much less damage to durable targets than a sentry that mounts the exact same gun.
@@ReddwarfIV - Yeah, you got it. It's got the exact same stats as the turret version... except the durable damage. The thing that makes it effective against large targets is 1/5th as strong.
Just use the mech to clear medium mobs and the rest of your team will deal with BTs
@@redfish6549 - Then why bring the entire mech?!?! I can do that with a shotgun!
The balance team is playing as the fun police and killing the game while they're at it
They're not killing the game. They made mistakes, they're in the process of fixing them. Just wait for a bit and stop saying a game is killed when it still has 60k players a day.
@@fynii9478 They're killing the game. The game is not dead yet, but they are killing it. Hopefully that stops with the next patch now that Pilestedt is more hands-on to remind the devs to not be fucking incompetent. But that doesn't refute the notion that prior to that, the devs have been killing the game.
@@fynii9478compared to the 500k+ people it used to have, 60k is practically just waiting for the publisher to pull the plug.
@@gracecalis5421 no they haven't. Nerfs aren't enough to kill a game. That just doesn't happen.
@@fynii9478 yeah uhh.. it's pretty easy to kill a game with shit nerfs.
Balance team: "He's right, to make it more realistic it should be far slower, nosier, occasionally get its foot stuck in a pothole and there should be a chance for the autocannon bullets to ricochet and hit the player"
Funny thing is, the ranged melee weapons in Remnant 2 have the exact same problem as the mech you were describing. It's not as awful there because you throw the melee weapons one at a time slowly and you kind of don't need to change shoulders much in Remnant 2 so you don't really need an extended period of throwing over your left shoulder, but you have to do the same gimmick of aim > change shoulder > stop aiming > pull melee weapon to get a left shoulder throw.
Sorry about the bird sounds.
I appreciate your passion for mechs lol
Long time subscriber and honestly, apologising for bird sounds is the final straw for me. Unsubbed and disliked.
It's fine, it's simply the caws of liberty!
Just get the crossbow already
Sounds like budgies
It's always a sign of a healthy game when players need to fear coming with criticism of new weapons that should act like similar pre-existing ones because the devs will then proceed to nerf the pre-existing ones into the ground :^)
I bet the Emancipator cant aim down same reason as the other mech - devs dont know how to stop it from immediately blowing itself to hell - thats why the rockets dont shoot to the reticle, dev team incapable of getting the reticle to line up AND not have the mech blow itself to hell. Bet its the same bullshit. Devs are focusing on fixing the symptoms not the cause, thats also why the railgun and eruptor got nerfed to hell too... Instead of fixing the bug, they just nerf the kit until the bug doesnt matter anymore...
This 1000% they take lazy routes to fix problems instead of fixing the problem itself they say “let’s just make it not aim down so it can’t blow itself up” same reasoning for nerfing eruptor “the shrapnel is bugged so instead of figuring out why let’s just remove shrapnel bam no more bug” it’s so lazy
@@BWING224 It's a shame they don't have geniuses like you on the dev team that can instantly solve their problems. Maybe you should send them your resumé.
Regarding people who say it's fine because it's 'Accurate at 50m' - I'd say even a broken clock is right twice a day!
Not until they fire the "no fun" balancing guy on their team will there be changes.
i believe the ceo is now working on balancing so there is a silver lining but it'll be fine before we see the benefits
The Emancipator acts true to its name.
It liberates you from the burden of thinking its any good as to not force you to change your loadout.
I've been emancipated from wasting more time on this game.
My fun has been emancipated.
Not being able to shoot downwards is one thing, but it is annoying that circle from the cross hair is actually indicating that the barrel is pointing downwards. That mechanism seems to be completely bugged, because in quite a few parts of the video you can see that the canons are NOT firing at the circle.
They actually fixed the rocket aiming! Rejoice!
Patriot croud control, Emancipator heavy armor OH WAIT NEVERMIND ITS BUGGED TO SHIT
You know, i think Messmer's father is the snake deity that swallowed Rykard. The more i think about it the more it makes sense 🤔
I dropped the game about a patch or two ago due to the devs constant meddling with weapon balancing. There’s nothing more deflating than seeing something g nerfed to shit after you’ve grown attached to it. Something major must be done to the balancing team.
This is the key issue, and one that Ratatoskr lightly touches with the "just learn where the misaligned reticle is shooting the rockets" comment from previous video. You can, yes - but what is the guarantee that it will work the same even tomorrow, or two days from now, or next week? They keep changing and tweaking and changing everything that it's straight up impossible to develop any kind of muscle memory for stuff, because as soon as you're used to something working a certain way, it's changed and nerfed. Cool!
Waaah my broken build got balanced so I have actually have to try waaaah, ass comment
Being able to bring a full set of vehicle stratagems has been my dream for this game since the Patriot got leaked, and not being able to do that is such a soul crushing thing. Sure, it’s not realistic, but it’s FUN. Fun should be prioritized. Not whatever the balance team has been doing.
Unfortunately, Arrowhead's track record suggests that the Patriot's aiming issue will be flagged as an exploit(you can shoot two targets at once! wow so broken!) and the subsequent balancing nerf will simply remove the rocket pod, hence removing the "unintended behavior".
I hope we see that promised attitude adjustment soon...
That's bullshit already debunked and adressed
The CEO itself said It, they are changing that balanced direction
@@NivRel What is said and what is done remains to be seen. Unless Alexus is removed from the balance team, we can only assume the only thing we'll keep getting is non-sensical nerfs and "buffs".
@@mrbigglezworth42 and employee doesn't have a Word over a course change from the CEO itself
Anyway, It isn't blind optimism if i say that the next 2/3 patches at most Will prove a lot of people wrong
(Just don't like people acting as if they didn't Say It themeselves that they have seen the issue and will do a course correction, you'll ha e people like that Scream around, then never doing the same when positive changes come)
@@NivRel that’s a lot of faith to have for someone that hasn’t done much for the community. I’d like to believe that the former ceo can just come in and magically fix things but I’m just tired of waiting and having my hopes crushed. I’ll come back to the game in a few months and see. I wouldn’t hold my breath on it tho.
@@AudiblyBlind that's... more like logical thinking?
Dude, if a higher up tells you to change course you change course, it's not that complicated
We are kinda 100% sure the people working there had the issue of overwork, that led to them using data rather than feeling to balance stuff, and It al makes sense, these info are pretty Easy to get even whitout the company's transparency, we are talking to people, not a corporate entity, change can happen with more ease
I was excited about the mechs but I was always wondering why I don't see high level players use them, all of this explains why. I also feel the same way about the weapon variety and choices in the game.
even b4 the nerf the Mech is so fragile and totally not worth a strategen slot.
That's bullshit tho, there i can't a gree, the fucking point Is It bering a n exo, not a mecha, It carryes weapons, It ever said anywhere It was armored @@enishiyukishiro6751
High level players have to take into account the value you get for each stratagem slot.
The mechs are not worth their 10minute CD for 2 minutes of value at most.
By comparison, you'd be better off bringing a 500kg eagle strike.
It is actually really tough if you use it right. I really like bringing it even on helldive missions. It does run out of ammo and you can only summon it twice per mission. But now you can summon both mechs you can pretty much spend most of the mission riding one! I don't understand why more people aren't using them.
At the very least you don't have to run everywhere on foot like a peasant.
@@dmar3651 Really makes me wonder what's the point of adding these in the game then? I said I feel the same way for weapons too because on paper you will see the variety and be like, "Oh so many guns," Then play a bit on like even difficulty 6 or something and realize you need Med Armor Pen, but wait, Liberator Penetrator which is supposed to be that solution to the problem however, it does so little damage compared to it's default version that I really feel cheated out of my medals when I bought it. Arrowhead simply doesn't know how to balance their game it seems.
1:40 I think the restriction to look down has nothing to do with realism. It’s what they did to the rockets to stop the players from blowing themselves up, and it got carried over to the ACs as well.
Just let us shoot at our feet I say, if I blow myself up, woe me
Adding a mech hanger ship module is actually a brilliant idea. They would simultaneously add content for us to work on, and make mechs a viable strategy.
Edited after watching in full: Especially agre with adding a mech / vehicle bay set of upgrades to our super destroyers. Let us spec into mechdiver with a heavy investment of samples.
Nothing will change until they fire Alex, the guy who is making all these nerfs. He also ran neighbor into the ground by overly nerfing everything in that game too. I dropped this game after first mech got nerfed and just went back to deep rock galactic. I suggest people just move on because nerfing everything isn’t going anywhere. If you’re having fun stay with it, for me, it gets old seeing half decent weapons get nerfed. Not allowed to have fun in a video game.
Just a check so that I know I’m talking to someone who knows what he’s doing/talking about:
Is heavy AT (meaning rocket launchers and Quasar Cannon) an absolute necessity for every player on Helldive bugs?
@@dunadan7136I know you're not talking to me, but this is the reason I hate playing lvl9. Not because it's hard, but because it ironically limits the FREEDOM of what Stratagems you should bring
@@ksuma715
In what sense are you limited by stratagem choices? You need to elaborate more before I can treat this comment of yours seriously.
@@ksuma715
(Also, the correct answer for Helldive bugs is that no, you don't actually need everyone to bring rocket launchers and Quasars. If anything, this is sub-optimal since this basically leaves nothing for quickly clearing the equally dangerous mediums. For anti-tank work, good use of the 500 kg and Precision Strike works just fine, especially for players leaning more into swarm clear. Swarm clear is a big reason why the default MG is actually still a strong pick for Helldive bugs.)
@@dunadan7136Of course, it is NOT NEEDED, but due to how many Heavies there are in lv9 you're far better off to carry those. 500+precision also has always been my go to for lvl9 bug(change ops if there's orb scatter), with 400 hours of "testing" just on the bugs, I've found it is MUCH better to compliment those 2 strats with 2 other heavy killer strats, such as Quasar/Eat specifically for Chargers, 110pods to clear those titans that didn't die from 500 etc etc.
.
Mob clear is cake walk without strat and never been an issue, I always use either Sickle or Blitzser due to their inf ammo(and stagger for the Blitzser), consistently racking 300-400 kills per game without any mob killer strat.
.
This is the "freedom limitation" I was referring, it's better(almost mandatory)to focus Heavy Killer strats, thus limiting the Strats you should take. Of course you can take any Stratagems you want, but if there's a sharper knife why bother with the blunt ones
On the range of movement for the autocannons, I think it’s a straightforward survivability/QoL feature. You don’t want to accidentally aim at your feet and blow yourself up. The Emancipator AC already has buffed splash damage compared to the handheld one and affects enemies further out from the impact zone. You could easily blow yourself up with that. I feel it is fine the way it is.
I’m thinking that doubling the ammo (from 150 to 300) and letting the thing look/shoot down would be fine. That much ammo would let it solo Bile Titans *in an emergency if needed* without blowing a huge chunk of its ammo.
But the play seems to be to pop out of the mech, smack the Titan’s forehead with a quasar shot, then get back in the Emancipator and a handful of shots to the forehead will finish the Titan off (this is Thiccfila’s strategy). Remember that a Bile Titan is actually relatively close to death after a single anti-tank level shot to its forehead.
Of course if the Patriot’s missiles were accurate we could just leave that as out “Heavy Enemy Killer” mech via missiles and the Emancipator could feel more comfortable in its niche as a “Medium Enemy Killer”.
u just put everyone into place including me, and I didn’t even say something. great video great arguments
Instead of expanding the magazine, just let us reload the thing with the ammo backpack. One square per gun, that’s the entire backpack per the whole mech
I dont know about the lower gun depression. You’re supposed to work with your team and let your teammates handle the bugs at your feet. It is a teamwork oriented game after all.
We are going to get a vehicle upgrade bay at some point -- from what I've heard, the engineering bay in the back right of the super destroyer is already a space reserved for that.
But of course, it's not out yet. And probably won't be for....I don't know, I assume they'd want to release more vehicles for it to support, so at least four months? And in the meantime, all those hypothetical upgrades do us little good.
I sure hope this doesn't turn into Red dead redemption 2 online, where it's painfully obvious how easy it would be to improve the game, but they just refuse to do it. From day 1 the online should have been about robbing and stealing across the country, instead it was a ridiculous penny pinching grind.
ngl, places that have hd2 banned have it the best. get helldivers 1 and call it a day. it’s cheaper on sale, has more content, doesn’t crash on launch, is actually fun to play, and the community is better as well. I’m tired of defending this game when all it has done is let me down.
Another thing to help with aim is to allow you to swap shoulders so you can switch perspective and aim each arm easier. But being able to do it without holding your aim button. The issue with aim is also present when on foot as any packs or support weapons block your view when you swap shoulders. They should be see through, the models fade a little or they mirror the models to let you see better.
It's actually hilarious that you use misaligned sights on a gun as a point of comparison to the mech rocket aiming, because that is another problem that the devs claim to have "fixed" on certain guns that really need that scope working
I thought about this lately and was inspired by the movie “Atlas” on Netflix. What if we made the mini map button, while in the mech, put us in first person view. We get the mini map set to full zoom on player with option to zoom in or out and d-pad disabled in this mode. The map would be on our bottom right of the screen with active enemy pings. This would free up triggers and bumpers to be our “armaments”. I love the idea of 1st person mech play
6:50 guns function the same way, obviously the sight is right above it so you wont shoot to the side unless it is badly calibrated or you made a mistake BUT the sight is always setup for a specific range. With the exoskeleton, your aim circle is in the middle while your gun is to the side so ofcourse , depending on range the circle will be more or less off.
Explosive rounds would help against hordes since the only guns it has are twin-linked autocannons. Give it something more then just being a sidegrade to the man-portable autocannon and autocannon sentry. The guns are mounted on a damn vehicle, they should logically be using larger caliber rounds since the platform carrying it can support them.
A slight fix to the aiming issues of the patriot is changing the camera side to the other shoulder of the mech. However the way the binding currently works you have to hold down your aiming button. Which is also one of your firing buttons. Really need a fix so shoulder camera switch is just a permanent toggle.
IMO they need to get rid of the left arm and add a magazine box instead of it doubling capacity for the right arm. Also increase damage done to armored targets and allow us to shoot down. Add a stratagem launcher to it so we don;t have to exit to call stuff. Walkers should also have heavier armor. Give it a higher cooldown timer I don't care, just make it worth bringing it on a mission other tan "its my anti fire-tornado car".
From the sound of it a good solution for the exo-45 would be to change the perspective so that aiming is centered (which feels like that should already be how it works since you in the center of the mech) and then add two reticles to display Gatling and and rockets.
If something like this is done, I hope they make it an option to toggle that way people can test it out before it is implemented.
Edit: I also realized that since the mech can’t reload they could just make the reload button while in the mech change perspective.
The lack of gun depression is also a sign that the devs hate players having high ground advantage, which also includes preventing players from dropping above cliffs and sentry strategem balls not sticking to completely flat clifftops.
The emancipator is good in my opinion, was able to do a full difficulty 8 bot operation with only 1 other person while screwing around (teamkilling not by accident)
2:11 the reason it takes to long to kill a bile titan is due to a hidden mechanic called durable damage. The new exosuit has around 60 durable damage where as the handheld autocannon and the sentry have something around 260
my biggest issue with it is that for a mech wih weapons that reward accuracy, its nearly impossible to align shots properly especially against smaller targets. Cueme on my test run needing 3 shots to kill a single automatons because the shots dont go where I am aiming...
Nothing kills a game faster than a balancing team more focused on Nerfing than Fixing or god forbid BUFFING
The not being able to take both mechs made me sad too. I want my mechs!
Imho Emancipator is... mostly ok as a generalist mech.
Yeah it has issues and shortcoming but you can say that about just about everything in HD2.
The patriot REALLY needs to have its rockets fixed though.
Also i'm sure the next round of ship unlocks will have at least one upgrade for mechs/vehicles.
Love the helldivers content, please keep it coming until Shadow of Erdtree
Just because my underwear is splattered with shit does not mean that I shit my pants.
the mechs not working properly is a problem that needs to be fixed, not just the result of nerfs.
while the balancing isn't perfect I still feel most of the weapon nerfs were fine and given more time I'm sure arrowhead can fine tune the rest.
I've seen some people suggest that you should be able to re-arm the mechs. And I think that could be the main balancing factor. Maybe the mech can only be called in ONCE, but the Pelican AAA roadside assistance is what actually has the cooldown. Maybe you can also upgrade this with a ship module/booster at some point along the line. I feel like, if they were to fix the aiming problem, maybe buff the mech's armor/HP slightly, and increase the ammo, being able to re-arm could be a huge QoL boost for the mechs. Currently there's a lot of people that are trying to say that the Emancipator is actually great and that they're wiping helldives with it or whatever, but these people are conveniently leaving out the fact that the mech is free for everyone to use right now. How many people are going to be using this in their regular loadout once it takes up a slot?
I think the mech should have 50-80% blast resistance for automaton missions, along with a single use resupply stratagem that you call in per mech, carry over and interact with the mech to resupply. Similar to the SEAF artillery shells. Especially if they are planning of giving people the ability to repair vehicles mid mission.
I definitely don't mind having a ship module fix all the shortcomings of the Mechs but the fixes to the aiming of the Patriot need to happen.
The reason I'm ok with the ship module route are the Mechs are a great power trip on lower difficulties but struggle hard to remain relevant on harder difficulties due to its relative health, ammo reserves, extremely limited uses and cooldown.
Just like the turrets. Before the upgrades the turrets turned slowly (affected fire rate), had poor ammo (didn't last long), and had paper defenses. When ever you summoned it on higher difficulties it would gun down the first 5 enemies and due to its slow targeting would get mobbed and die.
After the upgrades the turrets became a decent choice on higher difficulties.
I called in the first exo suit once and never used it again. This new autocannon mech is pretty much the same.
Have a ship module to allow resupply for mech ammunition. Drops like a resupply strat and have you or a buddy reload the mech just like the Matrix reloads. That sounds fun.
It's such a shame, because the mech was my favorite thing when it was released, and then somehow by "fixing it" they made it less fun for me to use because suddenly it feels like I can't control it fully anymore. I know in theory it's more reliable and durable now, but... I only have 14 rockets and I don't like wasting them because suddenly the game won't let me aim them. We desperately need the tweaks you suggested and then a ship module on top of that. Fix aiming, give ADS, allow at least two different mech strats per mission. Then the modules can give us things like even MORE ammo, more armor, more mech uses, lower mech cooldowns, etc. It wouldn't be OP really because a single helldiver can only use one mech at a time. You'd largely be hamstringing yourself for the ability to have more mech options.
Now if they wanted to go full Titanfall and give us autonomous mech suits... that would be hilarious, but I don't think they'll go that route.
The mech is a solid stratagem, but it just feels on par with other reusable strats like the bombardment ones. If they don't buff it, they need to atleast change the recharge/uses#, because i couldn't imagine taking a mech over the other choices. Hell if u keep a rocket turret alive thats 40 rockets for a 180 cooldown
it'd be fine if it was this fragile with unlimited uses and 3-4min cooldown, the 2 uses 10 minutes apart absolutely kills it, nothing makes me wanna rage quite faster than your mech getting merked by a rogue rocket or bug breach as soon as you call it in and your just staring at a 10minute cooldown pondering why you even bothered...
😂 how about this, dropped into my first game, dropped my exo suit and the resupply destroyed it, then, later I joined a game, dropped my mech at a flag raising point, and my mech ended up on top of the statue, luckily I had a jet pack to get to it, otherwise it would have been a waste, but an eagle never misses 😂
@@IsaacMSingleton1 BRO that happens like 50% of the time it gets dropped on a statue or some rock you cant climb WTF so many times you call it in an open field and pilot be like 'yeah nah this un'climable obstacle 20m away from were you called it will make a fine landing pad'
You shouldn't need a ship module to zoom/ADS.
It would be rather silly, as the helldiver in the cockpit is already doing this.
It's just us as the player that can't.
It isn't meant to deal with Bile Titans well, you have 3 other strategem slots for that and 3 additional teammates as well. It shines against the mediums which are the deadliest enemies on both fronts, anything more and you're turning the infantry game into a mech game.
Speaking of bile titan, if you have teammate with any rocket launcher then you can finish bile pretty quickly with autocannon mech.
Head has 750hp and single rocket strike leaves it at only at 100hp with is only 4 hits with mech AC, this is same 1 rocket 1 thermite damage tech
Its the best game ive played since RDR2. I really enjoyed using the new mech all weekend.
You're right about the mechs and you're right about people being dumb about "get used to it" that's stupid why get used to a problem when they can easily fix it
My assumption is you can't shoot near your feet because you'd be killing yourself with splash damage. The minigun doesn't splash, so it gets more freedom to aim down.
More ammo, an additional mech, more durability, and reduced cooldown time would all be very nice module upgrades for the future.
So far I've been having a blast using the Emancipator as a nest sweeping/breach clearing workhorse, and then hopping out to bring the 500/Orbital Rail/Quasar to bear against Titans. I'm able to consistently stay in action on Helldive with squad support, but it's probably not something I would solo with due to how much aggro it draws from patrols.
You should be able to shoot near your feet regardless of splash damage. Seriously, thats the least thing to worry about when the pelican would somtimes drop the mech on some unreachable rocks.
Well you've always got the stomp attack for anything little that's standing on your feet but too big to just crush by walking over it. Anything bigger will be hit by the guns whether you aim at your feet or not.
You definitely have to be careful with the beacon lol. I called one in near a wall and it ended up dropping inside the wall and immediately exploding. I started finding clear areas to deploy after that
I think the biggest problem is that you're unable to give more ammo to mech. Mostly because you will burn through the ammo. It's even worse when you miss you when you miss judge when you're aiming. I would like the option to reload the mech ammo.
Let’s rip deep. They need to make mechs be a load out in itself; complete with hangar and console interface. All mech weapons need specific tweaking and by added a separate console(load out) feature, devs can pin point which weapons need it and if needed, the coded can be tracked and organized more easily
in the first game emancipator mech had upgrade that gave his autocannons more mobility so you dont need to rotate the mech to aim autocannons, like with HMG emplacement in second game(it has some angle where your aim is faster and if you go further than that angle you need to rotate the turret), and it think it would be good upgrade for both mechs and emplacement
I was just saying to my people that you should have a cockpit view where your view is from the external cameras.
And because they are cameras that will allow you to zoom in and being mech arms it should have 0 sway and pinpoint accuracy.
The feel of the mech would be much improved with a cockpit first person view.
They can even just put a laser sight for the rockets, or a second reticle with a little icon or something to differentiate
the point at 6:56 is something i've never thought about,
ngl the main reason is because i choose to turn off the crosshairs in the hud settings because to me, it makes the game more intuitive and ngl fun
i admit i know this is because i choose this style of playing the game to focus on immersion, but i can see how inaccurate crosshairs prob would really suck to play with 🤔🤔
They need to allow Helldivers with supply packs to restock a mech by using 2 out of the 4 pack slots per resupply. Would make the supply pack vital for mech pilots and lengthening the mech lifetime if they're smart about it.
The mech is definitely out of order and needs fixing. But think about the autocannon, it is not used to kill titans, but medium types of enemies. I like the idea of when we can use stratagems from the cockpit like in the first game, That way we could take care of the titans and save precious ammo for chargers, brood commaders and hive guards
Being able to resupply the mechs would be good. Then it wouldn't matter how much ammo you have to use, you can get more.
Honestly, i dont really have a issue with the emaciapator suit EXCEPT maybe adding more zoomed in POV, currently it seems to far out to aim properly in 3rd person mode.
As for the aiming down issues, its the same issue as the patriot, the guns have limits. I assume this is done for realism (simulate suit design etc) but they SHOULD limit your aiming as well or have a fixed reticles to to help us with aiming. At the very least add laser pointer to the weapon that has misaligned sights (left weapon laser when over right shoulder POV, right laser when on left POV)
All mechs should get the turret ship upgrades, 50% more ammo, more health faster trun rate and more explosive resistance would make them feel so much better
whats the name of the song at 6:00 with the cawing bird sounds? its pretty cool🙃
Helldivers 1 bug planet difficulty 4-8
It’s a team of 4 centered game. The mech is not meant to be the optimal way of killing a bile titan. That’s were one of the 4 teammates comes in with a 500k bomb or orbital laser etc. while the mech driver is dealing with medium enemies and hordes.
🤓"I'm going to completely ignore the fact that the new exo suit is bugged and the original can still blow itself up by walking straight or to the left when firing rockets and both still have bad accuracy that wasnt an issue at launch, which means you waste more ammo missing than you need to making the mech useless faster and then you have a terrible cooldown/limited use wasting your stratgem slot, when you could have just brought any other stratgems to be more useful to the team instead of getting the littlest amount of value from it by optimal team coordination"
video is about glaring issues that have nothing to do with team play. the excuses for its shortcomings are gatekeeping people who just want to enjoy the game at the bare minimum
Airstrike clears hordes and hurts heavies and can be called in way more often then rearmed. 380 also does wonders these days with the upgrade and has shorter CD and unlimited uses. Hell, my incendiary breaker murders mediums and hordes. It would make more sense on bots, but even then you often get limited to 3 strats and have to be picky.
so you watched the entire video Eravin made? because he went over the stats of the autocannons that the Exo suit has compared to the sentry.
sentry autocannons 300 damage, 300 structure damage 5 armor pen.
Exo autocannon 300 damage, 60 structure damage 5 armor pen.
the biggest issue is that the Exo suit does 60 structure damage and not 300 that is where the bad ammo economy is coming from.
I agree that you shouldn't have to go into the menu to find out there is a button to switch which side the camera is on and the aiming should be fixed.
how are the programmers in HD2 worse than the ones in HD1? How are we not able to bring 2 of anything? 2 of the same sentrys or 2 of the same gun? Why not?
Agreed. These two suits are super cool but need fixes and a way to regain ammo
Second reticle would be great. I heard Piles is a fan of Battletech, in the recent action games of that series you have two reticles. One for torso mounted weapons, and the other for hand mounted.
Yesterday I was able to kick some serious ass with the Emancipator against automatons, but the ammo was gone so quickly, and it has the same problem as the patriot, being a huge target with very little durability. Doesn’t even remotely justify the limited uses and 10 minute cooldown. Needs a considerable buff to reserve ammo and health.
I dont like the adaptive aim on the autocannons either. When tested on bots, it would miss the body mass of a human sized bot consistently. It was easier to shoot their feet and let the blast kill them. They simply dont aim directly into the circle either, but the circle does change the aim of the cannons. So whenever it jiggles you are not only uncapable of firing on the circle, its also moving where the cannon is aiming at making it harder to figure what offset is needed.
I liked the new mech but wish there was a way to reload the weapons. I would like there to be a melee attack for when ammo runs out. Maybe hit "F" key and the mech will kick with enough force to boot the target some distance and cause impact damage. Would really be cool if the kick damage would be able to destroy rocks and buildings. Say, if you kick a bug, it would knock it across the map and if it hit a building or rock, it would kill the bug and destroy the rock or building. Or if you just up and kick the building, you destroy the building.
I am very late to this video but I somehow missed both this and the one that came before talking about the aiming issues. I don't use mechs, but from what I can tell there's three problems that are making this whole thing... well... a problem.
The first issue is that the camera is situated to the right of the mech where the right hand weapon is. This is great for infantry play since that's the shoulder all soldiers fire their weapons from, even swapping the view won't change the shoulder the infantry holds their weapons and if you try then you will get similar problems when there are objects in the way. The issue here is pretty damn obvious: the weapon that needs the most accuracy is situated on the left side of the mech, offset drastically from your view.
Second issue: The game tries to converge your weapon's aim onto the reticle... but obviously it's not trying quite hard enough. In combination with the above issue, the missile launcher is actually aiming quite a ways to the right while the gatling gun can aim straight ahead. This is made worse the closer your target is to you. This can be alleviated somewhat by swapping what shoulder you are aiming from, but depending on your keybind setup this will force you to either shoot the gatling gun and waste ammo while looking over the left shoulder or force you to change your keybinds which isn't ideal either.
Third issue: There are two crosshairs on the screen at one time. The more traditional cross which basically shows where your mouse cursor is, and the circle which shows where your weapon is aiming actually. The circle tries its best to stay on the crosshair at all times but it simulates things such as weapon recoil, imperfect aim, weapon sway, etc. The issue here is that the exosuits have two weapons, but despite this you only get one of these weapon reticles, and it appears to me it's ONLY showing you the reticle for the gatling gun, NOT the missile launcher.
I'm not going to get into the specifics about whether chargers should be killed or armor stripped in X amount of shots because that's not what this post is about, instead I offer a simple solution to the aiming issue. Put the rocket pods on the right arm and the gatling gun on the left. This would very likely solve 90% of the aiming problems right there without needing to change anything in the UI or how the game determines aiming convergence or anything like that. A second solution could be moving the camera to be above the mech, or even a first person view inside the cockpit. The problem here is that you compromise a fair bit on aiming convergence, where both arms have to tilt towards the center of the screen instead of facing the reticle head-on. The third solution could be having two 'circular' reticles, one for the gatling gun and one for the missile launcher. If you split the circle in half so that the gatling gun reticle was a D and the missile launcher was the other half (a backwards D) then you could see where both weapons are aiming, but it would probably look really messy. Honestly, they should just put the missile launcher on the right arm and be done with it.
E: I posted this comment halfway through the video for some reason so apologies if some of it is repeating what he already said. This is why I usually try to avoid doing that...
A 3rd mech and 5min cool down timer would be better, like I imagine there’s a spare mech on the destroyer so why does it have a cool down like they’re literally building another from scratch once one gets dropped…the eagle (while faster than the dropship) doesn’t take as long to resupply.
The emancipator is made for bots, it 2 shots devastators, 2 shots hulks (in the eyes only), also the bots don’t have a lot of “normal” enemy types, all the grunts are in small numbers
Except it will turns into scrap really quick in higher difficulties due to sheer amount of devastators variants you get in a single patrol.
@@Tamachii12 I dropped 2 helldive missions (difficulty 9) and did good, took out a bunch of fabricators and killed a strider In 10 seconds
@@Tamachii12 also both the rocket and shield devastators you can demolish easily with this thing, you can wipe entire patrols too, also can take out the bot fabricator buildings
Please will you review Another Crab’s Treasure?
It’s legitimately a masterpiece of an indie game and one of the best souls-like games.
Heres an idea, why dont they just, idk center the camera on the mech?
The left cannon on the emancipator is also less accurate because of the right aligned camera.
If aligned the rockets still probably wouldnt be perfect, but would most certainly be better.
arrowheads responce is about to be a nerf to both of these mechs and buff the pve
While I think the emancipator could be okay in theory at killing biletitans quickly, and could just use the QoL and ammo buffs you mentioned, it's really silly that the mech's AC deals ~25% of the (durable) damage of the portable AC. I think I would just have preferred a lot more damage but significantly slower fire rate...
The gun depression for the new mech kinda makes sense to mostly because it'll have the same issue of blowing the mech up like the previous one had. Granted it was more of a fluke in how the rockets were shot, this one can be more prominant because the shots have explosive properties.
Does it need a little tweaking? Sure it can be tweaked. Everything can use some to an extent
Doesn't mean it is fun or effective though, you can dig a hole with a spoon but why bother with it when you have an excavator right beside you ? people should stop with the: But it is usable, it is but why bother with it when it doesn't feel fun or good to use.
I wish switching sides while aiming caused your character to switch which side the hold the gun on so you can shoot around the left side of cover more easily.