I'm just waiting to find out what the catch is. Did they buff enemy HP by 500%? I almost can't believe that Arrowhead doesn't find a way to mess this up again.
Here's the thing... The game was never made more "challenging" with the nerfing of weapons. My friends and I play on the hardest difficulty but our success rate never changed. Things frequently became more irritating but they never really got harder. That kind of "challenge" is arbitrary and not well designed, trying to make people frustrated all the time is also a bad retention strategy. All those nerfs accomplished was making certain playstyles unviable. It's ironic really, The devs took such a hard stance against the idea of a meta only to basically force you to play the game a certain way, turns out that gets really stale pretty fast.
Yeah, this is it right here. There was never really a point where I wasn't able to solo the game on max difficulty - All that really changed was how I needed to play. First few updates, I could take the fights and make it through them with proper prioritization and concentration - It felt like there was a good mix of pressure overall. Later, as the spawns kicked up and the weapons were nerfed down, it became way more effective to just run away from everything. It's not that it got harder to do, the process just became way less interesting. If they ever want to make the missions genuinely, consistently challenging to beat, they are going to have to redesign the way that the game spawns enemies and manages their aggro. And the problem there is, this might make it harder for top players to cheese things, but it might also completely mess up the experience for everyone else. My final take-away is, I think this game works better when it prioritizes "getting to do cool stuff" over "being hard".
Exactly. On 10 you will now actually, you know, *fight* a bit for fun instead of kite-evade-objective, with the 20% of the actually useful strats and weaps. 20% being generous. Thumbs up brother/sister or whatever.
helldivers players HATE fun "what do you mean that instead of running away from 5 behemoth chargers, we can now kill them?! AAAAAAAA SAVE ME ALEXUS!!!!!"
BUT THROWING GLOWING RED ORB ON ELITE ENEMIES TO KILL THEM INSTANTLY IS SO MUCH FUN! CAN'T KILL THEM WITH WEAPONS? SKILL ISSUE! AND BY SKILL I MEAN WAITING FOR THE EAGLE TO REARM
Its so easy to unbresk the gsme after. Hell they give us 1 gun that 1 shots hulks. Just spawn more hulks or have a difference in hulk variety so its difficult to actually get the shot in. The thrill of 2 shotting a hulk in the eye with AC without using a stun grenade as it charges u is something else. We need more of those situations!
7:34 People have been bored with the game thats why the playerbase is down to 15k a day. Theres always a natural drop off in a games life cycle but this dip is CLEARLY people not having fun with the game They're not gonna get bored with this update, they're going to have A BLAST using all the different weapons and being able to kill things
Personally I'm already hyping my old crew to come back to diving 17.9. These teaser/spoilers are doing their job at sparking a hope that I was almost giving up already. My skeptic/paranoid side is trying to remind me to stay neutral and wait but how could I when the smells from the kitchen are this good.
No, it's worse than that. They want it to be "their" game. I play with the sweaty crowd and most of them are Souls fans who like it when the "weak" quit so they can feel better about themselves.
They are incels who cant be successful irl so being challenged in game is the only way for them to find fulfillment in life. Buffing the weapons would remove the element of challenge from the game which significantly diminishes their sense of achievement, which strongly amplifies the sense of failure they are in life.
These are the types of players that only want the game catered to the 1% of super hardcore elitist players till the game's eventual shut down because there's barely any players left to support this game. Let them cope and seethe of weapons like the Railgun being buffed. Plus if it makes them quit the game over weapons like the railgun becoming fun to use again.
It is well known that the vast majority of the players wants a general buff to weapons. There will be always (like with every other subject) a minority of people that are obsessed by being the opposite of the common sense. The pseudo-rebels without a valid cause. To be against the logic just to be stubborn and whine like a b'tch.
I mean, it was a primary in HD1. And from what I've seen, it was great for mediums, but you still needed heavier weapons for heavies. With the railgun and flamethrower, many AT weapons become near obsolete, lol. Those two are just becoming all rounders, despite their cons
The logic and paranoia of anti-fun glazers is baffling. One in a group chat was arguing that the Incen Breaker is still too good claiming that “it can even kill a charger in half a mag without much trouble.”
I love how even by their own metric that still doesn't pass muster, because there are going to be 2-3 chargers on your butt at any one time as long as you're playing a difficulty above "Weenie Hut Jr"
You say anti-fun yet, you don't play on lower difficulties because it's boring, now the same has been done to 9/10. Where is the enjoyment in killing a horde or enemies that present no threat because you're weapons are more than capable of wiping them out?
@@dagdamor1 Ok look, I just stun grenaded and orbital striked 3 chargers, I will be able to it again in 80s. I might need to rely on my teamates to kill the next one that spawns in a minute or so /s.
@@blank-dj1rc where is the enjoyment in running away from that horde? It's not like the enemies don't also fight back. The difference on lower difficulties is that there are less and lesser enemies. But the amount alone matters. What worth is it when you can kill, let's a say a hulk fairly easy (which currently is a thing anyway) but in the meantime it's other two friends kill you regardless. You can only shoot one thing at a time, better weapons don't change that.
@@clancykohl Ok so, if my first instinct is to step back that means that the game has thrown a challenge my way, it's kept it interesting, it means that I'm going to need to play the game and work with my teammates to actually win the fight. I'm tired of people inventing scenarios that don't reflect my experiences on 10 or they're atleast cherrypicked "I had x y and z number of enemies chasing me and there was nothing I could do" meanwhile they're either no where near their teammates or their teammates are just chilling and not helping. Team game, should take a team effort to mop up the enemies.
why you being so easy... remember the PSN incident and 100+ country still banned. I will believe when they didn't touch the buffed weapon for 6 months WITH release of new warbond that doesn't depends on nerfing the old weapon to be good or creative.
I think this is my biggest fear, I’m worried they’re going to nerf something in this big update and people will be pissed even though they’ve reworked armor and buffed the fuck out if so much stuff.
@@jamesonwex5958As they should. But about nerfs,no more, no more player nerfs... No. More. Enemy small buffs are ok, just nothing that drastically changes the buffs (like adding another shot to kill certain enemies)
@@Furieas genuinely stop whining and actually be positive for once. we get good things like these once and a while and ppl like you always try to kill the mood.
there will be nerfs in the future. They’re overtuning everything now so they can then bring everything to the same level later. This is not a bad thing
Running simulator is booring. Reloading simulator is booring. Ragdoll simulator is booring. This is why I quit. Completing missions was always easy even on helldive. Speed, just run and run from objective to objective. You're so right, more variety on what to use and how to play will make this game absolutely crush again.
@@sei_asagiri i wonder who was the idiot that thought it would be a good idea to add ragdolling to the tentacles slam... they don't even need to hit you to ragdoll you over.
The thing about making the game easier, is that they can (and probably should) just increase spawn rates on higher difficulties. Weapons feeling good and the game being challenging at the same time should be the goal on higher difficulties.
They already have endless swarms on higher difficulties. Currently you almost can't even play higher difficulty without bringing turrets just to kill all the chaff.
@@Lilitha11 yeah that's the point of higher difficulty endless waves. Having basically the equivalent to elite units tied to base destruction or heat levels would be interesting. Like bugs getting angry about losing their holes the start sending a stalker with random hunter petrols.
The strategy to beat high difficulties currently is to just run away from every fight. This is the problem with this game currently lol, no one wants to play a game where you spend 20-30 minutes running around.
R/helldivers2 literally has a bunch of post about power creep and how it will be a negative meanwhile this weekend hd2 hit another peak low lol they really want to play with 1k people or something.
@@tonyoso1391 The same can happen you know with power creep. If everything becomes so easy then it eventually becomes boring. Challenge is what brings people back and keeps them playing. What would you be more engaged with? Riding a bike down a straight flat road, or riding a bike down an obstacle course? Guess we'll have to wait and see what happens. Hopefully they will add more difficulty.
Y'all are so low IQ and stubborn you can't just turn down the difficulty. That's what the most sad about this. Guess I'm going back to another mindless and joke of a game that has absolutely no challenge cause everyone is taking the gun that reloads in 1 seconds and killing everything in 3 seconds. Why even take the RR at this point? Or an eat? Or anything? Like it's actually hysterical y'all are crying a game is too hard on the hardest difficulty. Man I'd love to see you t-whats play elden ring XD
@@Someguy6571 idk when you picked up hd2 but a lot of these “buffs” are just them taking the gun back to its original state. I love overcoming objectives my favorite game ever is Elden Ring. However making running the most effective way to beat the game is just lazy development
I don’t understand why some people are complaining. The difficulty settings are there for a reason. Up the difficulty if you think these changes make the game “too easy”
@@Super_AC1and they already said that more diffs are coming, so even in long term its better to buff the guns/stratagems and with the future updates add enemies/higher diffs
@@Super_AC1 That isn't practical at some point, since you will never be able to find a game at the difficult you want, if they are split between 20 difficulties.
Hopefully they don't just roll it back later. They have 10 separate difficulty levels that they can adjust on a case by case basis adjusting patrol size, type, frequency, and the number of heavies appearing per level. If people are completing 8 a little faster and more reliably than they want, add the occasional patrol of mixed hulks and berzerkers. Add an impaler and a couple of fart chargers so you can't easily locate the impaler. They can adjust from the other end and rather than hurt the players, adjust the opposition.
thats part of what im worried about, this next update is what will decide if i uninstall permanently or not. Im HOPING its a step in the right direction and theyre intending to go onto the RIGHT path from now on and not just a massive lie (again); im worried they'll drop this and then immediately after, nerf everything or find ways to make everything worse. Im also worried about what anti-player nerfs will come with this update itself to sour it.
Seeing ohdough grinning ear to ear at 5:06 talking about the railgun buff and other potential buffs is infectious :) I'm super excited to see what they've been cooking too!
@@OhDough Saying this right now, your not the only one who LOVES the Raingun, hell I even use the orbital rail cannon strike even tho it takes longer to recharge cause I very much like the autoaim as I will always know that whatever the FAK I want dead, is going to praking DIE via a tungsten rod from ORBIT!
If it's too easy, there is a solution, it's called solo super helldive And if it's still too easy, there's another solution, called "don't use meta weapons"
I think the hardest difficulty should challenge not only your skill, but your build. You shouldn't be able to rely on only one or the other. If everything can kill heavily armored enemies, then there needs to be a noticeable difference between killing them with the right weapon and not. That way it's still rewarding to those who think about their build without completely blocking out others who didn't bring the right gear
i love how ppl start to do some calculations and freakout without knowing that, johan did mention that anti tank suppose to be able to one shot medium-sized heavy from anywhere. if someone can use some brain IQ that mean we are just standing the very tip of the iceberg there are more to come below it
The problem is... There are still some of them who told us to "Git gud" are going to become whiners and scream like "I cAn'T bELievE tHeY buffED iT, tHiS gaME goNnA bE eAsY" like smh. You gotta remember that no matter what Arrowhead tried, it would never please their own community...
For a game that has a whole bunch of terminal ballistic effects, its surprising to me that all the weak spots apparently are 2d planes - as in surface only. Railguns' minimal durable damage never made sense to me in the past because this thing should be shredding a hole right through the interior of whatever you shoot as well.
I hope they add "optional" backpacks for some weapons in the future Just imagine a belt feed machinegun backpack, or a flame thrower tank as a backpack :D
Don't care, just want to have fun. I quit a month or so ago, game felt easy to somewhat challenging at times, but I played to blow stuff up. If all these guns make it even easier, I just don't care. If Johny Helldiver Jr. wants to have more fun, let him. Johny Jr. and Johny OG can play together too.
I'm not ashamed to admit I'm not the greatest gamer. I sit well at difficulty 7, so thats where I stay mostly. I'm just tired of feeling forced to use the same loadouts constantly. I'm tired of bringing strategems designed to eliminate heavies and then not standing a chance against shield devastators. Especially on planets that spam them
These changes are already more buffing than I expected AH to do. I think it will be really fun getting in and trying out all these practically new weapons
I'm so hyped to hear this as a railgun main. Its so bad against the bugs right now. They need to fix its velocity as well, it doesn't shoot fast like a real railgun so it can be kinda weird shooting it at far away targets.
I don't want the railgun to be weak I just don't want it to overshadow anti-tank weapons in terms of ease of use like the spear and the eat or the recoilless
Anti tank weapons are going to be able to one shot chargers from anywhere on their body and could *maybe* be able to one shot titans with a headshot depending on how they go about nerfing the Titan. but yea the versatility of the railgun is going to make it hard to pick a hard anti tank option. As for the spear that thing is 100% cooked, its extra damage is going to be meaningless now and its horrible ammo economy on top? Yea it’s a no from me dawg.
Well if they also buff the other weapons, the railgun being an option rather than must have shouldn't make it much of a problem. I just wish it would penetrate multiple enemies, 3-5 enemies.
@@sei_asagiri Unless they broke the railgun in the EoF patch, it's been able to overpen smaller targets for awhile now. I have killed multiple Devastators with a single shot on more than one occasion. It just can't overpen heavy targets like Hulks or Chargers.
My faith is getting restored. I can't wait to see the full video on the patch notes on the 17th. Now we're talking, now we're going forward! Now don't get me wrong, I still love the game... but I loved it better even when it was more buggy in it's early release. I'm glad this is becoming real now... that we were heard and they listened.
Considering that 90% of the players left because of the many nerfs, how is there people complaining that buffs would be a bad thing?😂 these buffs might bring the ones who left back to the game, which is ultimately a good thing for everyone.
The new idea they have to approach in order to fit these new buffed weapons is to give this group of enemies an attack pattern and have their own tactics to make it challenging for the players. Say some terminid groups hides under a tall grass or tall trees in forest biomes, hiding under the sands, or a tall rock, waiting for a player to come by and suddenly ambush them in suprise. Theres also a stampede of chargers running in a straight line not technically pursuing you but just there to block your way. Cuz to me that seems more realistic, like they always wanted, instead of balancing the weapons constantly.
Everytime theres a bugbreach or botdrops theyre not going to spawn in just one spot anymore unless its on gray medium below difficulty. The harder the difficulty, the more separated the breaches or drops are going to be and begin their attack pattern instead of just one concentrated spawn area. The spawn rate would still be the same
Damn I'm so excited to be able to take down jeavies with the railgun. It never made sense that the high risk gun known for being able to pierce through ALL armor did no damage to tanks turrets and gunships. This is gonna be awesome.
something that i REALLY want, is to have multiple MAIN objectives in a mission that increase with mission level. for instance, a level 5 mission (litteraly middle of the road) you have to launch an ICBM, you have to destroy a bug nest of its eggs (if playing on bugs) or destroy a command bunker (if playing against bots), AND go and kill a High Priority target of the chosen faction. Helldivers 1 had you do multiple main objectives, yes they didn't have bug nests or bot fabs to populate the empty areas of the map, but i want more variety when it comes to the mission objectives as a whole, not just one main obj and random side objs. i just want more stuff to do in each mission.
I love that my (frequently) missed hulk-eye shots with the railgun won't be useless anymore. Feels great to get the headshot, but this will make the railgun a little less skill-based which gives us some much needed room for error.
I mean it’s pretty easy to do it as long as you’re it being constantly shot at and staggered. Other than that it’s pretty doable. It would be nice if a side effect of the buff would be that it’s easier to hit the spot at an angle though
As a different topic from my other comment, now talking about primary weapons being "viable" and allat. I am a guy that religiously used the Liberator pretty much until I unlocked the PlasScorcher, as such I got a good handling for how it dealt with the enemies that it could on both fronts, where to aim etc. as I had to learn such things fast. Example: Warrior Heads are 2 tap and bleedout under 40/50 meters, beyond that it's a full 3 round burst. Hive guards can be simplified by proning or diving into prone so you can freely aim at their mouth and underbelly with even less recoil than it already has. BroodC's are 20-25 to the head and then just give them a slap when they run up. Bile Spewers were a challenge, but since this was all very early into me playing HD2, I learned to use my HE nades or cluster them for the precision strike, or saw off the legs with the Lib or even peacemaker. And that's about as far as the Liberator can realistically go without pushing your luck. I am shlobbering on it a little, but the soft spot I have for it comes from it's flexibity and it's handling. It's a very snappy, quick to turn and use gun. Has one of the few good scopes with decent variable rangle, good hipfire, good third person ads, and damage falloff that allows it to remain manageable to use that scope and ease-of-use aiming to support a teammate even while seperated. It isn't a marksman like the diligences, it isn't full blown MG like the strats, but it allows a mix of the two that ideally supports your support weapon. I am glazing it pretty hard but what i'm getting at is that with a 45 round mag, 7 to spare, scope for range, decent firerate, and enough damage to put down any light and most mediums, it does fill it's spot as the starter "all rounder" gun and staple of the AR class. Yeah, i'm not taking it if I bring a Stalwart or MG-43 to the bugs, thats because i'm taking the eruptor or scorcher to supplement it. But when I pack AT i'll take it. Or if I take all Red Strats like a baller, I'll take it so I can peel all the hunters, warriors, and Scavengers off the team so that they can focus on the bigger threats and not the annoyances that get in their face, while they and my stratagems cook.
On one hand I get it - The Liberator works, and it does most things decently. On the other, after playing with all the weapons, I came to realize that it just isn't ever ideal. If you like tapping things in the head, you'd be better off with a Diligence, and if you really like close-range full-auto, you might as well run the Defender. If you actually want to reliably neutralize close-range threats before they get a hit in, use the Punisher. And, if you actually want a weapon that can adequately and reliably address basically every normal enemy in the game at any range, just use the Dominator and get used to the aim weighting.
Scorcher is a good all-arounder. Personally I only bring it when using spear or recoiless as support since you need that all-around capability but would much prefer dominator/slugger + redeemer due to better ammo economy. When bringing other support weapons that already deals with medium bugs like nade launcher, MG or autocannon then I prefer to supplement them with other primaries that handle small bugs better than the scorcher like sickle, breaker, or even the liberator. It's a good gun but just a bit too ammo hungry especially against medium bugs and its magazine capacity is relatively small. The friendly damage up close is also a minus when you're boxed in.
I think a really cool thing they could add is a "jammer tank". An enemy type that has a smaller aoe, but can completely block air to ground stratagems even if they are thrown from outside its radius. In order for it to not be such a nuisance it should maybe have a bot factory esque exaust port and spawn at most 2-7 of them across the whole map depending on the difficulty.
I came to the realization of how bad the weapon/enemy matchups were when I became hesitant to use any other loadout other than Railgun/Shield Backpack or AC against bots. I tried to like the HMG after it got buffed, but even when putting rounds successfully on a Heavy Devastator on it’s exposed parts, it didn’t have enough knockback/damage to stop it from accurate return fire.
I think we're talking too much about the weapon comparison themselves, like Autocannon vs Railgun, while forgetting about the requirement of a backpack to reload the autocannon. So something with a backpack is SUPPOSED to be a lot better than one without a backpack imo
Autocannon is a lot better by having a massively higher fire rate & way more ammo. If railgun can't more or less compete when combined with say a supply pack then there's zero reason to consider bringing it
@@SepticFuddy And, also, the Autocannon counts as explosive and can destroy objectives. With your weapon and stratagem slots so limited, the utility factor has a lot of weight. If anything, I think the AMR might be the thing getting overshadowed. Maybe they should give it some explosive utility too. Or at least enable the third-person crosshair for it.
@@BackwardsPancake True. Explosive wouldn't make much sense on AMR but 3rd person crosshairs would make it a faster and more versatile if weaker railgun & supply pack could easily compensate for lack of utility. Frankly, no 3rd person crosshairs makes zero sense to me anyway. Precision rifles have reflex/backup sights today & intuitive aiming in CQB isn't as hard as the game would suggest (for the AMR and ONLY the AMR.) It would sit very nicely in between AC and post-buff RG that way IMO, assuming the optics get fixed. Another downside to AC is complete inability to reload if you lose or drop the pack. Not super common to happen but that's primarily because the player is actively avoiding that problem very deliberately. AMR and RG will always have whatever ammo was left when picked up regardless of backpack situation. And both reload from empty much faster & on the move. But bringing a backpack does also chew up an extra stratagem slot over a backpack weapon
@@BackwardsPancake finally someone that gets the importance of utility crossbow getting one handed "perk" means you can run a fun build with the shield, now they just have the make that shield less jank.
same here.. in so many months, I am actually feeling hyped up and we'll be seeing more patch notes like these every day. I cannot wait to take down bile titans with the flame thrower and the Railgun is looking pretty good too, or busted, we'll see I guess.
I think the bit some people are missing, is that the terminids are not zerging properly. The point of a bug horde isn't that they are all strong on their own, or that they can take a railgun and shrug it off. You SHOULD be able to crush small groups. The threat comes from enemies that, for every one you mow down, ten more rise to take their place. You therefore have to SLAM small hordes as fast and powerfully as possible to prevent a cascade event of spawning bugs! If such an event occurs, you better have flame to scorch the whole field!
Railgun felt even worse after escalation of freedom update with the new Alfa commanders. It would take roughly 3 unsafe shots or 1 fully charged shot to kill them. Durabale damage buff was desperately needed and I’m glad that devs are doing something right.
It SHOULD be dealing a massive amount of damage. A high mass chunk of titanium flying at the speed of a bullet will make a science experiment of most things that obey physics.
Railgun should stay like this simply because of how absurd the amount of enemies exist at once and how the railgun can only hit one enemy reliably- it takes care of a big target but it’s slow due to charge rate and reload. Huge damage and utility with big drawbacks… yet, still usable and amazing. This is the direction I want to see!
I had a knee jerk reaction to the buff, thinking that the railgun seemed too powerful, but then I remember that its not like I HAVE to use it, I don't even use it right now. So, I came to the conclusion that is better to have a diversity of powerful weapons and if I feel that something is too strong then I will simply not use it and use something else.
6:33 The "Pipe Dream" game as I call it is really fun and I had some complex piping which didn't bother me at all, like you said. It's also a neat trick when I tell people to work it backward (right to left), it clicks and they're happier with that info. That's what "challenge" should be about, not mag dumping into a Berserker while running away.
Interesting, I've always been the most efficient "pipe layer" on the team while working it forward, just always in the overall direction of start to finish and on RARE occasion it's one MAYBE two tweaks afterwards to fix it. But it's more of an IQ test than the sort of challenge fitting the HD2 game type IMO. I would rather see synergistic builds (at the individual not team level) rewarded more, and even more than that tactical maneuvering & related aids (e.g. smoke, ability to actually place useful turrets) better rewarded rather than effectively punished by arbitrary enemy spawns up your posterior, bouncing stratagems, "does not actually do what it says on the tin" smoke & stun, etc. Maybe things like various defense objectives that preclude certain tools and promote others. Seems like they tried to do some of that with the supercolony missions but failed because they were utterly broken. If they can make objectives and enemy spawn "decks" that push you toward and away from all the various tools and actually INFORM you while choosing your loadout, that would make things a lot more interesting. Like as a simple example if I know there are bile spewers before dropping I am far more inclined to bring a GL & find some other way to compensate for the lack of efficacy against heavies
Halo had a really fun sandbox with the weapons. You could combo some of them for great effects, and one of the most effective of these combos was the 'noob combo'. Fire a plasma pistol charged shot to strip the enemy's shield, then switch to a weapon that can headshot and line it up. Over time, people learned to counter this, and you saw it being used less as time went on, but it remains as an option to this day. Videogames are more interesting when they have more gameplay options like this in them. Swooping in, seeing lots of people using something because it's too effective, and removing those gameplay options has proven to be to the detriment of this game. And is akin to removing the noob combo from Halo. And they've done this multiple times.
I think an interesting way to go with railgun would be to have it tear apart armor. Like low damage overall, but you can strip body part armor off like it was made out of candy.
OhDough speaks for me on all game related and social issues. Thank you for calling out the people pushing back against buffs, anyone over the age of 20 can see what they are. They should want more people to keep the game alive, their ego is that frail they can’t see that. Also uninstalled Space Marine 2 for until the horde mode comes...
I don't want to get my hopes up, but at the same time, I'm absolutely pumped. I used to run the railgun EVERY SINGLE GAME until they nerfed it. It was my favorite stratagem. Now they're talking about quadrupling the damage it deals. This is good stuff. Please keep it coming, Arrowhead! On a side note, it would be nice if they finally introduced team play besides opening a bunker door. You can solo everything in the game except the bunker door.
Making more complex objectives is what I've been saying the whole time while buffing guns to keep the challenge aspect and im always met with people saying"skill issue".
Arrowhead: "look we are starting to undo every bad thing we did this game, aren't you proud of us?" If this was 4 months ago I'd be happy, now it feels too little too late.
I always felt the railgun should deal very high precision type of damage where if you're NOT hitting an enemy in their head or 'weakspot' it's not going to do as much damage but hitting those spots should do devastating damage. That would just make sense since a railgun by definition is like the ultimate precision weapon, like this thing should have a scope on it too to be honest.
I am loving this change of heart from AH, but seeing how far the buffs gonna go, I hope they increase the heavies spawn quantity to match the new powerful weapons.
Hey OhDough, thank you for all your videos, I appreciate you making all this content. I don't usually comment on videos in general, but I'd like to give a little feedback here as a viewer, because I feel it may help improve the viewer experience moving forward. I personally felt a little confused at timestamp 5:30 and onward, because it wasn't immediately obvious to me that someone else's comment was being read out loud. I think you tried to signal this to the audience by saying, 'maybe it depends on who you ask', before you started reading the comment, but somehow I didn't pick up on what was happening, so I had to rewind and watch and listen to it over again to try and pick apart what you're saying, vs what the commenter is saying. To your credit, you did put on a 'comment reading voice' from 5:38 through 5:43 which made me kind of realize slowly that you were reading a comment, but then like from 5:43 onward you broke out of that 'comment reading voice' and went back to your regular talking voice- so for a moment I thought you were suggesting that the commenter try Level 4 helldive settings, which seemed out of character so I figured I wasn't understanding something properly. But I'd say that you did a good job at prior points in the video, like at 4:10 when you prefaced something you saying with, 'and some folks will see these numbers and say, "that's crazy" [...]', and at various other parts of the video. Like you used specific voices in parody of what other people might say and etc, by like raising the tone of your voice or using more of a windy breathy voice, and that always makes it super clear as a listener to figure out where other people's comments start and end, vs what your opinions are. Anyway sorry if this isn't super clear, and thank you for your time if you've read this far. I appreciate you OhDough, keep up the great content and I'll keep coming back.
This is what I've been hoping to see from this game. You can always, Always add optional difficulty to the game. The base game needs to feel fun for it to matter, or people won't want to play. Making every weapon deal enough damage to be a viable option is the best start to this. If people want a challenge after that, we can tack on more difficulty spikes later for them, specifically.
Why would I run the Recoiless over the Railgun if it's only 2 safe shots to a charger's head? Recoiless: 1 Shot headshot but: - Long Reload - Requires Backpack Slot Railgun Safe: 2 Shot headshot but: + Quick Reload, - Charge Time + Doesn't require backpack slot It doesn't work out for me that the Railgun on SAFE can 2-shot headshot and doesn't require a long reload or a backpack comparatively. Maybe 4 shots on safe to the head? Any feedback on that?
Hard AT like rockets and missiles are going to one shot chargers ANYWHERE on their body. The same potentially goes for hulks, making skill shots unnecessary for anti tank weapons. The railgun still needs skill AND multiple hits potentially, making it riskier and slower on tanky enemies
The numbers might seem stupid high now, but we don't have the rest of the puzzle pieces to know what others changes they might be implementing. These damage increases could be balanced with the full update.
It made no sense for why the AMR was better than the railgun at almost everything but killing Hulks. Especially when it comes to things like turrets, mortars, and AA guns.
Proof that the sweaty glazers HATE fun. Im so happy for this direction - this was AH’s last chance to save HD2, and they may have aced it. Let’s see what other changes are coming.
Yay, I have been wanting this change for so long. It never made any sense to have the only gun that can kill you do terrible damage when you get close to the danger zone. "But its so easy to memorize and time it your-" shut it muppets. The game will be good again.
I don't think people are interpreting the railgun change correctly. The durable damage is going up enormously from 60-90 to 225-562.5. The normal damage is not currently buffed by overcharge, so I don't know where this assumption that it too will start doing up to 250% damage on an overcharge is coming from. It appears that an impossibly perfect overcharge is in effect going from 600/90 to 600/562.5. Not to 1500/562.5.
The multi-layer defense mission I like in concept but every time I've played it was just people cheesing the enemies with the EMP mortar and beating a bunch of literal sitting ducks. The polar opposite where the players have to attack a heavily fortified position would be cool.
Since helldivers began to nerf the railgun, and left after the HMG was implemented because I felt I didn’t have options. I’ve literally been depressed since I’ve stopped playing and I can’t even buy space marine 2 cause I’m broke 😅 I am PRAYING that these buffs go so hard that this game gets fun ahead and variety of power comes to the game
Someone on Reddit asked, "what would bring you back to Helldivers?" This was my response_ "I’m not returning until the game is brought back (at least close) to its original view (wild & crazy fun. Instead of the toxic meta, realistic wanna be, hard for the sake of hard thing it turned into). Or when the Illuminate are introduced (but I’ll be on borrowed time unless the first point is set). Primaries need to be buffed across-the-board. But not to the point of being overpowered (that would just be stupid). Upgrades to primaries should be implemented sooner rather than later (like the first game had). Give us effective and more tools to fight, and the enemies to use them on. Helldivers aren’t really meant to be chaff. We aren’t the PDF or regular SEAF. We’re the elite. Helldivers are meant to take back back planets or defend them, not hold them. That’s the PDF’s job (the bodies that are littered across the battlefield are PDF/SEAF). We’re to be given the best training and the best weapons to do our jobs. We’re what ODSTs are to regular marines in Halo. We aren’t supposed to be like Stormtroopers. If we’re supposed to be the elite, give us the tools to feel elite (but not overpowered). I wanna love the game. I DID love the game until the original fun was effectively balanced out of the game. Yes, I know what I’m saying might as well be blasphemous to this sub and i’m confident I’m going to be downvoted to the basement toilet below hell. That doesn’t matter to me. I’m simply answering a question regardless of how unpopular my answer may be."
I think people forget that even if the railgun is so much of a heavier hitter than every other gun, you can still only kill 20 enemies before a resupply
MUCH more than any other hevy hitter in the game (Spear, EAT, RR, etc), there are some with more ammo, (AMR, QC, AC) but the Railgun will basically just make any other heavy AT undesireble as it has a lot more ammo than any of them
If you begin to see me and my fellow railgun cultists out and about more often, don't worry, we're all very friendly. Feel free to say hello and/or ask for a box from our supply packs. We're here for the people, you know.
I'm looking forward to Sept 17... but I also read a comment where this will make it so that it's over double the damage of railgun at launch values. It'll be interesting for sure. I just hope they add more challenges and more difficulties with these weapon buffs and reverts.
It does sound bonkers overpowered, but to land the truly overpowered shots consistently you'd have to probably be sitting still to line those targets up, you have the charging window in which to release the shot and you have a fairly small target to hit depending on the enemy type. In my head, a lot of external and environmental real-time factors on the battlefield could meddle with those conditions quite easily, so I'm curious to see if it'll truly be overpowered in the hands of an average player.
Looks good, except for the 2 shot BileTitan kill. That should be 3 or 4 instead. But I still think that the railgun should have infinite pierce on full charge. Just let it zip through all the enemies in the line dealing full damage. It wont hit more than a handful even in best case scenarios.
Really hoping tomorrow is them extending the Arc Thrower's range so I can hit Shriekers and potentially Flying Bot Patrols. Adjusting the charge time would be phenomenal, too. As would going through foliage. Although if they don't announce any buffs to primaries, I'll ultimately be disappointed with the update.
Glass fucking cannon. Make it so. Earth defence force is a great example. One shot I can kill 10s or hundreds of monsters. If I let an ant bite me. I'm dead.
It's a rail gun... In your hands... It's supposed to be a heavy hitter.
I hate word hitter for very obvious reasons as a russian😂
Gotta have some reason to use the AMR lol
I agree. it should be a hit on safe mode and heavy hitter in unsafe mode. if players want to play with death, they should be rewarded.
I'm just waiting to find out what the catch is.
Did they buff enemy HP by 500%?
I almost can't believe that Arrowhead doesn't find a way to mess this up again.
@@SuperCatacata catch is they will nerf everything back in the next 2 or 3 months
Here's the thing... The game was never made more "challenging" with the nerfing of weapons. My friends and I play on the hardest difficulty but our success rate never changed. Things frequently became more irritating but they never really got harder. That kind of "challenge" is arbitrary and not well designed, trying to make people frustrated all the time is also a bad retention strategy. All those nerfs accomplished was making certain playstyles unviable. It's ironic really, The devs took such a hard stance against the idea of a meta only to basically force you to play the game a certain way, turns out that gets really stale pretty fast.
100% this ^
Yeah, this is it right here.
There was never really a point where I wasn't able to solo the game on max difficulty - All that really changed was how I needed to play. First few updates, I could take the fights and make it through them with proper prioritization and concentration - It felt like there was a good mix of pressure overall. Later, as the spawns kicked up and the weapons were nerfed down, it became way more effective to just run away from everything. It's not that it got harder to do, the process just became way less interesting.
If they ever want to make the missions genuinely, consistently challenging to beat, they are going to have to redesign the way that the game spawns enemies and manages their aggro. And the problem there is, this might make it harder for top players to cheese things, but it might also completely mess up the experience for everyone else.
My final take-away is, I think this game works better when it prioritizes "getting to do cool stuff" over "being hard".
Exactly. On 10 you will now actually, you know, *fight* a bit for fun instead of kite-evade-objective, with the 20% of the actually useful strats and weaps. 20% being generous. Thumbs up brother/sister or whatever.
It's almost as if the "difficulty lovers" are masochists - they enjoy being miserable in the game.
same argument I suppose for diff 11 and up should it come. we shall return here in the coming months. Dragon ball levels of scaling for the win!
helldivers players HATE fun "what do you mean that instead of running away from 5 behemoth chargers, we can now kill them?! AAAAAAAA SAVE ME ALEXUS!!!!!"
Those same mfs don't even play on 9/10, they play on 7 at the end of the day. These mfs need to shut the fuck up and wait for the patch to release.
BUT THROWING GLOWING RED ORB ON ELITE ENEMIES TO KILL THEM INSTANTLY IS SO MUCH FUN! CAN'T KILL THEM WITH WEAPONS? SKILL ISSUE! AND BY SKILL I MEAN WAITING FOR THE EAGLE TO REARM
Alexus malding
This is unironically the low sodium subreddit
We have come full circle🤣
You know what I say? Let them break the game, make everything fun again.
Let there be chaos 🗣️🔊
fr i'd much rather have everything be broken and the game be easy then underpowered and hard
Whaaarrrt? You’re crazy
"The game is too easy" crowd can just GTFO
Its so easy to unbresk the gsme after. Hell they give us 1 gun that 1 shots hulks. Just spawn more hulks or have a difference in hulk variety so its difficult to actually get the shot in. The thrill of 2 shotting a hulk in the eye with AC without using a stun grenade as it charges u is something else. We need more of those situations!
7:34 People have been bored with the game thats why the playerbase is down to 15k a day. Theres always a natural drop off in a games life cycle but this dip is CLEARLY people not having fun with the game
They're not gonna get bored with this update, they're going to have A BLAST using all the different weapons and being able to kill things
Nope. It’ll take more than one update to convince us the game is better.
@@danielespitia1776who is us?
@@jadebun Among us
@@BlitzTracK💀
Personally I'm already hyping my old crew to come back to diving 17.9. These teaser/spoilers are doing their job at sparking a hope that I was almost giving up already. My skeptic/paranoid side is trying to remind me to stay neutral and wait but how could I when the smells from the kitchen are this good.
helldivers 2 players when the handheld weapon of mass destruction is able to kill a big bug:
I am sick of the toxic glazers who hate buffs, they just want to see the game burn.
No, it's worse than that. They want it to be "their" game. I play with the sweaty crowd and most of them are Souls fans who like it when the "weak" quit so they can feel better about themselves.
the game will eventually add harder difficulties, i wouldnt be so mad if i were them
They are incels who cant be successful irl so being challenged in game is the only way for them to find fulfillment in life. Buffing the weapons would remove the element of challenge from the game which significantly diminishes their sense of achievement, which strongly amplifies the sense of failure they are in life.
These are the types of players that only want the game catered to the 1% of super hardcore elitist players till the game's eventual shut down because there's barely any players left to support this game. Let them cope and seethe of weapons like the Railgun being buffed. Plus if it makes them quit the game over weapons like the railgun becoming fun to use again.
It is well known that the vast majority of the players wants a general buff to weapons. There will be always (like with every other subject) a minority of people that are obsessed by being the opposite of the common sense. The pseudo-rebels without a valid cause. To be against the logic just to be stubborn and whine like a b'tch.
YES, NOW I CAN FINALLY RAIL ON THE BUGS & BOTS
Dawg what
bro....... *WHAT*
Hold up 🤔
⁉️
Them bugs lookin e x t r a squishy 🤤
It's a damn railgun. It should be op as hell by definition
You know it, especially it should be VERY effective against heavy armored enemies due to it's powerful armor penetration.
*its
I mean, it was a primary in HD1. And from what I've seen, it was great for mediums, but you still needed heavier weapons for heavies. With the railgun and flamethrower, many AT weapons become near obsolete, lol. Those two are just becoming all rounders, despite their cons
The logic and paranoia of anti-fun glazers is baffling. One in a group chat was arguing that the Incen Breaker is still too good claiming that “it can even kill a charger in half a mag without much trouble.”
I love how even by their own metric that still doesn't pass muster, because there are going to be 2-3 chargers on your butt at any one time as long as you're playing a difficulty above "Weenie Hut Jr"
You say anti-fun yet, you don't play on lower difficulties because it's boring, now the same has been done to 9/10. Where is the enjoyment in killing a horde or enemies that present no threat because you're weapons are more than capable of wiping them out?
@@dagdamor1 Ok look, I just stun grenaded and orbital striked 3 chargers, I will be able to it again in 80s. I might need to rely on my teamates to kill the next one that spawns in a minute or so /s.
@@blank-dj1rc where is the enjoyment in running away from that horde? It's not like the enemies don't also fight back. The difference on lower difficulties is that there are less and lesser enemies. But the amount alone matters. What worth is it when you can kill, let's a say a hulk fairly easy (which currently is a thing anyway) but in the meantime it's other two friends kill you regardless. You can only shoot one thing at a time, better weapons don't change that.
@@clancykohl Ok so, if my first instinct is to step back that means that the game has thrown a challenge my way, it's kept it interesting, it means that I'm going to need to play the game and work with my teammates to actually win the fight.
I'm tired of people inventing scenarios that don't reflect my experiences on 10 or they're atleast cherrypicked "I had x y and z number of enemies chasing me and there was nothing I could do" meanwhile they're either no where near their teammates or their teammates are just chilling and not helping.
Team game, should take a team effort to mop up the enemies.
My faith in arrowhead has been restored 🙏
Let’s just hope they don’t have any ghost nerfs again.
why you being so easy... remember the PSN incident and 100+ country still banned. I will believe when they didn't touch the buffed weapon for 6 months WITH release of new warbond that doesn't depends on nerfing the old weapon to be good or creative.
I think this is my biggest fear, I’m worried they’re going to nerf something in this big update and people will be pissed even though they’ve reworked armor and buffed the fuck out if so much stuff.
@@jamesonwex5958As they should. But about nerfs,no more, no more player nerfs... No. More.
Enemy small buffs are ok, just nothing that drastically changes the buffs (like adding another shot to kill certain enemies)
@@Furieas genuinely stop whining and actually be positive for once. we get good things like these once and a while and ppl like you always try to kill the mood.
there will be nerfs in the future. They’re overtuning everything now so they can then bring everything to the same level later. This is not a bad thing
Running simulator is booring.
Reloading simulator is booring.
Ragdoll simulator is booring.
This is why I quit.
Completing missions was always easy even on helldive. Speed, just run and run from objective to objective.
You're so right, more variety on what to use and how to play will make this game absolutely crush again.
Getting infinitely ragdolled is probably one of the biggest problems with this game right now. Helldivers 2? More like Hellflyers 2.
@@sei_asagiri i wonder who was the idiot that thought it would be a good idea to add ragdolling to the tentacles slam... they don't even need to hit you to ragdoll you over.
@@Tamachii12 it wouldnt be a problem if they couldnt tentacle from half the map distance
@@sei_asagiri i think it would still be since you're not getting hit, tentacles having the same rocket splash is kind of ridiculous.
@@big_petebear8535 If you truly quit the game, you wouldn't be here.
The thing about making the game easier, is that they can (and probably should) just increase spawn rates on higher difficulties. Weapons feeling good and the game being challenging at the same time should be the goal on higher difficulties.
More unique enemy's like a random fast charger, elemetal hunters or mist charger
They already have endless swarms on higher difficulties. Currently you almost can't even play higher difficulty without bringing turrets just to kill all the chaff.
@@Lilitha11 yeah that's the point of higher difficulty endless waves. Having basically the equivalent to elite units tied to base destruction or heat levels would be interesting. Like bugs getting angry about losing their holes the start sending a stalker with random hunter petrols.
@@Lilitha11 I was more referring to increasing heavy and medium enemy spawns, since it seems they will now be much easier to kill individually.
The strategy to beat high difficulties currently is to just run away from every fight. This is the problem with this game currently lol, no one wants to play a game where you spend 20-30 minutes running around.
Totally disagree, they’ll make the game TOO EASY, TOO FUN, TOO GOOOOOD, that’s BAAAD
/s
R/helldivers2 literally has a bunch of post about power creep and how it will be a negative meanwhile this weekend hd2 hit another peak low lol they really want to play with 1k people or something.
@@tonyoso1391 The same can happen you know with power creep. If everything becomes so easy then it eventually becomes boring. Challenge is what brings people back and keeps them playing. What would you be more engaged with? Riding a bike down a straight flat road, or riding a bike down an obstacle course? Guess we'll have to wait and see what happens. Hopefully they will add more difficulty.
"Turn down the difficulty" people when now people are saying "turn up the difficulty" lmao
Y'all are so low IQ and stubborn you can't just turn down the difficulty. That's what the most sad about this. Guess I'm going back to another mindless and joke of a game that has absolutely no challenge cause everyone is taking the gun that reloads in 1 seconds and killing everything in 3 seconds. Why even take the RR at this point? Or an eat? Or anything?
Like it's actually hysterical y'all are crying a game is too hard on the hardest difficulty. Man I'd love to see you t-whats play elden ring XD
@@Someguy6571 idk when you picked up hd2 but a lot of these “buffs” are just them taking the gun back to its original state. I love overcoming objectives my favorite game ever is Elden Ring. However making running the most effective way to beat the game is just lazy development
I don’t understand why some people are complaining. The difficulty settings are there for a reason. Up the difficulty if you think these changes make the game “too easy”
It is because they already play at max and there is no where to go.
@@Lilitha11easy solution to that is to keep adding higher difficulty settings
Because haters gonna hate, and because hating the game became the cool 'in thing to do.
@@Super_AC1and they already said that more diffs are coming, so even in long term its better to buff the guns/stratagems and with the future updates add enemies/higher diffs
@@Super_AC1 That isn't practical at some point, since you will never be able to find a game at the difficult you want, if they are split between 20 difficulties.
I kinda wish that the when railgun is fully charged that it can over penetrate and hit multiple enemies.
AS IT SHOULD!
This guy gets it
Arrowhead needs to pay for the licensing of the Slab Revolver from Hakita.
It can in some cases
@@unknownrussian9087 WHOA WHOA Slow the heck down! Don’t want to be having too much fun in a PvE game.
I need to go into a coma and wake up on the 17th
Me too bro, me too😂
Hopefully they don't just roll it back later. They have 10 separate difficulty levels that they can adjust on a case by case basis adjusting patrol size, type, frequency, and the number of heavies appearing per level. If people are completing 8 a little faster and more reliably than they want, add the occasional patrol of mixed hulks and berzerkers. Add an impaler and a couple of fart chargers so you can't easily locate the impaler. They can adjust from the other end and rather than hurt the players, adjust the opposition.
@@25xxfrostxx exactly!
thats part of what im worried about, this next update is what will decide if i uninstall permanently or not. Im HOPING its a step in the right direction and theyre intending to go onto the RIGHT path from now on and not just a massive lie (again); im worried they'll drop this and then immediately after, nerf everything or find ways to make everything worse. Im also worried about what anti-player nerfs will come with this update itself to sour it.
Oh no, we won't have to spend 20 minutes just running away from the 3 bazillon heavies in Super Helldive anymore? Whatever will we do...
Seeing ohdough grinning ear to ear at 5:06 talking about the railgun buff and other potential buffs is infectious :) I'm super excited to see what they've been cooking too!
"Now I am uniquely qualified to talk about the Railgun change" Is such a crazy thing to say.
common sense is my qualification
@@OhDough That shit was funny as fuck lmao.
@@OhDough a rare quality in the Helldivers 2 fandom it seems (probably just in the glizzy gladiator® group but still, they're load).
@@OhDough Saying this right now, your not the only one who LOVES the Raingun, hell I even use the orbital rail cannon strike even tho it takes longer to recharge cause I very much like the autoaim as I will always know that whatever the FAK I want dead, is going to praking DIE via a tungsten rod from ORBIT!
The fact that Courage has been making regular appearances in the thumbnails, makes these videos goated. This man is cultured.
If it's too easy, there is a solution, it's called solo super helldive
And if it's still too easy, there's another solution, called "don't use meta weapons"
Facts
"Skill issue, git gud" idiots don't play this game, they just skip everything and that is why they complain about it being too easy
the Data came out no one was playing 10+ all the try hard whiners were just flat out lying
I think the hardest difficulty should challenge not only your skill, but your build. You shouldn't be able to rely on only one or the other. If everything can kill heavily armored enemies, then there needs to be a noticeable difference between killing them with the right weapon and not. That way it's still rewarding to those who think about their build without completely blocking out others who didn't bring the right gear
Exactly
i love how ppl start to do some calculations and freakout without knowing that, johan did mention that anti tank suppose to be able to one shot medium-sized heavy from anywhere.
if someone can use some brain IQ that mean we are just standing the very tip of the iceberg there are more to come below it
The problem is... There are still some of them who told us to "Git gud" are going to become whiners and scream like "I cAn'T bELievE tHeY buffED iT, tHiS gaME goNnA bE eAsY" like smh.
You gotta remember that no matter what Arrowhead tried, it would never please their own community...
For a game that has a whole bunch of terminal ballistic effects, its surprising to me that all the weak spots apparently are 2d planes - as in surface only.
Railguns' minimal durable damage never made sense to me in the past because this thing should be shredding a hole right through the interior of whatever you shoot as well.
Lets go!
All i need is the hmg to get more ammunition per mags and I'm set.
Yes, I hope they put at least 90 in the mag, and I'd be fine. 100 is ideal.
Don’t forget the Eruptor shrapnel 😭🙏🏻
I hope they add "optional" backpacks for some weapons in the future
Just imagine a belt feed machinegun backpack, or a flame thrower tank as a backpack :D
@@gaspar2934Need me a belt fed minigun with bag
@@oliverreyes334 Never forget the Eruptor!!
Don't care, just want to have fun. I quit a month or so ago, game felt easy to somewhat challenging at times, but I played to blow stuff up. If all these guns make it even easier, I just don't care. If Johny Helldiver Jr. wants to have more fun, let him. Johny Jr. and Johny OG can play together too.
Can't disagree with that!
If the guns are stronger… you can blow stuff up… more often than not
I'm not ashamed to admit I'm not the greatest gamer. I sit well at difficulty 7, so thats where I stay mostly. I'm just tired of feeling forced to use the same loadouts constantly. I'm tired of bringing strategems designed to eliminate heavies and then not standing a chance against shield devastators. Especially on planets that spam them
We are so back
These changes are already more buffing than I expected AH to do. I think it will be really fun getting in and trying out all these practically new weapons
I'm so hyped to hear this as a railgun main. Its so bad against the bugs right now. They need to fix its velocity as well, it doesn't shoot fast like a real railgun so it can be kinda weird shooting it at far away targets.
I don't want the railgun to be weak I just don't want it to overshadow anti-tank weapons in terms of ease of use like the spear and the eat or the recoilless
Anti tank weapons are going to be able to one shot chargers from anywhere on their body and could *maybe* be able to one shot titans with a headshot depending on how they go about nerfing the Titan. but yea the versatility of the railgun is going to make it hard to pick a hard anti tank option. As for the spear that thing is 100% cooked, its extra damage is going to be meaningless now and its horrible ammo economy on top? Yea it’s a no from me dawg.
Nah, id still use Spear. I always use it to help cannon tower from far away and blow up fabricators. No way im using it on heavies@@Goldilocks7O7
Well if they also buff the other weapons, the railgun being an option rather than must have shouldn't make it much of a problem. I just wish it would penetrate multiple enemies, 3-5 enemies.
Railgun currently cannot penetrate through even one enemy. Its super annoying.
@@sei_asagiri Unless they broke the railgun in the EoF patch, it's been able to overpen smaller targets for awhile now. I have killed multiple Devastators with a single shot on more than one occasion. It just can't overpen heavy targets like Hulks or Chargers.
I think the term Hellwhiners are now the Glizzy Gladiators other name because they’re the ones who’s whining about the buffs
My faith is getting restored. I can't wait to see the full video on the patch notes on the 17th.
Now we're talking, now we're going forward! Now don't get me wrong, I still love the game... but I loved it better even when it was more buggy in it's early release. I'm glad this is becoming real now... that we were heard and they listened.
They better revert the breaker too because that only got hit with a nerf as collateral damage because it synergized with the railgun
I think it's hilarious that you've been ahead of the curve every time, and every time everyone else is a step behind. Its been a fun ride 😂
This railgun buff got me all bricked up just thinking about it.
Considering that 90% of the players left because of the many nerfs, how is there people complaining that buffs would be a bad thing?😂 these buffs might bring the ones who left back to the game, which is ultimately a good thing for everyone.
Help me Oprah Winfrey! I'm holding a working weapon!
The new idea they have to approach in order to fit these new buffed weapons is to give this group of enemies an attack pattern and have their own tactics to make it challenging for the players. Say some terminid groups hides under a tall grass or tall trees in forest biomes, hiding under the sands, or a tall rock, waiting for a player to come by and suddenly ambush them in suprise. Theres also a stampede of chargers running in a straight line not technically pursuing you but just there to block your way. Cuz to me that seems more realistic, like they always wanted, instead of balancing the weapons constantly.
Everytime theres a bugbreach or botdrops theyre not going to spawn in just one spot anymore unless its on gray medium below difficulty. The harder the difficulty, the more separated the breaches or drops are going to be and begin their attack pattern instead of just one concentrated spawn area. The spawn rate would still be the same
Damn I'm so excited to be able to take down jeavies with the railgun. It never made sense that the high risk gun known for being able to pierce through ALL armor did no damage to tanks turrets and gunships. This is gonna be awesome.
something that i REALLY want, is to have multiple MAIN objectives in a mission that increase with mission level. for instance, a level 5 mission (litteraly middle of the road) you have to launch an ICBM, you have to destroy a bug nest of its eggs (if playing on bugs) or destroy a command bunker (if playing against bots), AND go and kill a High Priority target of the chosen faction. Helldivers 1 had you do multiple main objectives, yes they didn't have bug nests or bot fabs to populate the empty areas of the map, but i want more variety when it comes to the mission objectives as a whole, not just one main obj and random side objs. i just want more stuff to do in each mission.
The helldivers discord general chat since the railgun buff notes are hilarious. People are freaking out
I love that my (frequently) missed hulk-eye shots with the railgun won't be useless anymore. Feels great to get the headshot, but this will make the railgun a little less skill-based which gives us some much needed room for error.
That hulk weak spot is so tiny it’s kinda silly. I’m no FaZe member, but I miss way more of those shots then I should due to that janky hitbox
I mean it’s pretty easy to do it as long as you’re it being constantly shot at and staggered. Other than that it’s pretty doable. It would be nice if a side effect of the buff would be that it’s easier to hit the spot at an angle though
Tbh idk how controller players are supposed to make those kinds of shots. I have a mouse with adjustable dpi and I still miss half the time.
@@laeviga-sunstrider I'm a controller player. I use shotguns a lot.
Railgun sight is still inaccurate, they need to fix that too.
As a different topic from my other comment, now talking about primary weapons being "viable" and allat.
I am a guy that religiously used the Liberator pretty much until I unlocked the PlasScorcher, as such I got a good handling for how it dealt with the enemies that it could on both fronts, where to aim etc. as I had to learn such things fast.
Example: Warrior Heads are 2 tap and bleedout under 40/50 meters, beyond that it's a full 3 round burst. Hive guards can be simplified by proning or diving into prone so you can freely aim at their mouth and underbelly with even less recoil than it already has. BroodC's are 20-25 to the head and then just give them a slap when they run up.
Bile Spewers were a challenge, but since this was all very early into me playing HD2, I learned to use my HE nades or cluster them for the precision strike, or saw off the legs with the Lib or even peacemaker.
And that's about as far as the Liberator can realistically go without pushing your luck.
I am shlobbering on it a little, but the soft spot I have for it comes from it's flexibity and it's handling. It's a very snappy, quick to turn and use gun. Has one of the few good scopes with decent variable rangle, good hipfire, good third person ads, and damage falloff that allows it to remain manageable to use that scope and ease-of-use aiming to support a teammate even while seperated.
It isn't a marksman like the diligences, it isn't full blown MG like the strats, but it allows a mix of the two that ideally supports your support weapon.
I am glazing it pretty hard but what i'm getting at is that with a 45 round mag, 7 to spare, scope for range, decent firerate, and enough damage to put down any light and most mediums, it does fill it's spot as the starter "all rounder" gun and staple of the AR class.
Yeah, i'm not taking it if I bring a Stalwart or MG-43 to the bugs, thats because i'm taking the eruptor or scorcher to supplement it.
But when I pack AT i'll take it.
Or if I take all Red Strats like a baller, I'll take it so I can peel all the hunters, warriors, and Scavengers off the team so that they can focus on the bigger threats and not the annoyances that get in their face, while they and my stratagems cook.
On one hand I get it - The Liberator works, and it does most things decently. On the other, after playing with all the weapons, I came to realize that it just isn't ever ideal.
If you like tapping things in the head, you'd be better off with a Diligence, and if you really like close-range full-auto, you might as well run the Defender. If you actually want to reliably neutralize close-range threats before they get a hit in, use the Punisher. And, if you actually want a weapon that can adequately and reliably address basically every normal enemy in the game at any range, just use the Dominator and get used to the aim weighting.
Scorcher is a good all-arounder. Personally I only bring it when using spear or recoiless as support since you need that all-around capability but would much prefer dominator/slugger + redeemer due to better ammo economy. When bringing other support weapons that already deals with medium bugs like nade launcher, MG or autocannon then I prefer to supplement them with other primaries that handle small bugs better than the scorcher like sickle, breaker, or even the liberator. It's a good gun but just a bit too ammo hungry especially against medium bugs and its magazine capacity is relatively small. The friendly damage up close is also a minus when you're boxed in.
I think a really cool thing they could add is a "jammer tank". An enemy type that has a smaller aoe, but can completely block air to ground stratagems even if they are thrown from outside its radius. In order for it to not be such a nuisance it should maybe have a bot factory esque exaust port and spawn at most 2-7 of them across the whole map depending on the difficulty.
I came to the realization of how bad the weapon/enemy matchups were when I became hesitant to use any other loadout other than Railgun/Shield Backpack or AC against bots. I tried to like the HMG after it got buffed, but even when putting rounds successfully on a Heavy Devastator on it’s exposed parts, it didn’t have enough knockback/damage to stop it from accurate return fire.
I think we're talking too much about the weapon comparison themselves, like Autocannon vs Railgun, while forgetting about the requirement of a backpack to reload the autocannon. So something with a backpack is SUPPOSED to be a lot better than one without a backpack imo
Autocannon is a lot better by having a massively higher fire rate & way more ammo. If railgun can't more or less compete when combined with say a supply pack then there's zero reason to consider bringing it
@@SepticFuddy And, also, the Autocannon counts as explosive and can destroy objectives. With your weapon and stratagem slots so limited, the utility factor has a lot of weight.
If anything, I think the AMR might be the thing getting overshadowed. Maybe they should give it some explosive utility too. Or at least enable the third-person crosshair for it.
@@BackwardsPancake True. Explosive wouldn't make much sense on AMR but 3rd person crosshairs would make it a faster and more versatile if weaker railgun & supply pack could easily compensate for lack of utility. Frankly, no 3rd person crosshairs makes zero sense to me anyway. Precision rifles have reflex/backup sights today & intuitive aiming in CQB isn't as hard as the game would suggest (for the AMR and ONLY the AMR.) It would sit very nicely in between AC and post-buff RG that way IMO, assuming the optics get fixed.
Another downside to AC is complete inability to reload if you lose or drop the pack. Not super common to happen but that's primarily because the player is actively avoiding that problem very deliberately. AMR and RG will always have whatever ammo was left when picked up regardless of backpack situation. And both reload from empty much faster & on the move.
But bringing a backpack does also chew up an extra stratagem slot over a backpack weapon
@@BackwardsPancake finally someone that gets the importance of utility
crossbow getting one handed "perk" means you can run a fun build with the shield, now they just have the make that shield less jank.
same here.. in so many months, I am actually feeling hyped up and we'll be seeing more patch notes like these every day.
I cannot wait to take down bile titans with the flame thrower and the Railgun is looking pretty good too, or busted, we'll see I guess.
The Rail-peashooter evolved back into the Railgun.
in the words of Ricky Bobby "Break it Pepe-Le-Pew"
I think the bit some people are missing, is that the terminids are not zerging properly.
The point of a bug horde isn't that they are all strong on their own, or that they can take a railgun and shrug it off. You SHOULD be able to crush small groups. The threat comes from enemies that, for every one you mow down, ten more rise to take their place.
You therefore have to SLAM small hordes as fast and powerfully as possible to prevent a cascade event of spawning bugs! If such an event occurs, you better have flame to scorch the whole field!
Railgun felt even worse after escalation of freedom update with the new Alfa commanders. It would take roughly 3 unsafe shots or 1 fully charged shot to kill them.
Durabale damage buff was desperately needed and I’m glad that devs are doing something right.
It SHOULD be dealing a massive amount of damage. A high mass chunk of titanium flying at the speed of a bullet will make a science experiment of most things that obey physics.
Railgun should stay like this simply because of how absurd the amount of enemies exist at once and how the railgun can only hit one enemy reliably- it takes care of a big target but it’s slow due to charge rate and reload.
Huge damage and utility with big drawbacks… yet, still usable and amazing. This is the direction I want to see!
Goooood
I love the sound of the changes. It sounds like a counter balance to lower player numbers. Now maybe we can start crushing MOs again
I sure wish durable damage wasn't a wiki dive stat, and was instead explained in game so people can understand how it works.
I had a knee jerk reaction to the buff, thinking that the railgun seemed too powerful, but then I remember that its not like I HAVE to use it, I don't even use it right now. So, I came to the conclusion that is better to have a diversity of powerful weapons and if I feel that something is too strong then I will simply not use it and use something else.
6:33 The "Pipe Dream" game as I call it is really fun and I had some complex piping which didn't bother me at all, like you said. It's also a neat trick when I tell people to work it backward (right to left), it clicks and they're happier with that info. That's what "challenge" should be about, not mag dumping into a Berserker while running away.
Interesting, I've always been the most efficient "pipe layer" on the team while working it forward, just always in the overall direction of start to finish and on RARE occasion it's one MAYBE two tweaks afterwards to fix it. But it's more of an IQ test than the sort of challenge fitting the HD2 game type IMO. I would rather see synergistic builds (at the individual not team level) rewarded more, and even more than that tactical maneuvering & related aids (e.g. smoke, ability to actually place useful turrets) better rewarded rather than effectively punished by arbitrary enemy spawns up your posterior, bouncing stratagems, "does not actually do what it says on the tin" smoke & stun, etc.
Maybe things like various defense objectives that preclude certain tools and promote others. Seems like they tried to do some of that with the supercolony missions but failed because they were utterly broken. If they can make objectives and enemy spawn "decks" that push you toward and away from all the various tools and actually INFORM you while choosing your loadout, that would make things a lot more interesting. Like as a simple example if I know there are bile spewers before dropping I am far more inclined to bring a GL & find some other way to compensate for the lack of efficacy against heavies
I’m so excited the railguns feeling of strength with the charge and the release of dopamine when it hits and kills is peak
Halo had a really fun sandbox with the weapons. You could combo some of them for great effects, and one of the most effective of these combos was the 'noob combo'. Fire a plasma pistol charged shot to strip the enemy's shield, then switch to a weapon that can headshot and line it up. Over time, people learned to counter this, and you saw it being used less as time went on, but it remains as an option to this day.
Videogames are more interesting when they have more gameplay options like this in them. Swooping in, seeing lots of people using something because it's too effective, and removing those gameplay options has proven to be to the detriment of this game. And is akin to removing the noob combo from Halo. And they've done this multiple times.
I think an interesting way to go with railgun would be to have it tear apart armor. Like low damage overall, but you can strip body part armor off like it was made out of candy.
It currently has low damage overall right now lmao.
OhDough speaks for me on all game related and social issues. Thank you for calling out the people pushing back against buffs, anyone over the age of 20 can see what they are. They should want more people to keep the game alive, their ego is that frail they can’t see that.
Also uninstalled Space Marine 2 for until the horde mode comes...
I don't want to get my hopes up, but at the same time, I'm absolutely pumped. I used to run the railgun EVERY SINGLE GAME until they nerfed it. It was my favorite stratagem. Now they're talking about quadrupling the damage it deals. This is good stuff. Please keep it coming, Arrowhead!
On a side note, it would be nice if they finally introduced team play besides opening a bunker door. You can solo everything in the game except the bunker door.
Making more complex objectives is what I've been saying the whole time while buffing guns to keep the challenge aspect and im always met with people saying"skill issue".
Im excited for it. Most people forget that the enemies will still be numerous and still hit like a truck.
Arrowhead: "look we are starting to undo every bad thing we did this game, aren't you proud of us?"
If this was 4 months ago I'd be happy, now it feels too little too late.
I always felt the railgun should deal very high precision type of damage where if you're NOT hitting an enemy in their head or 'weakspot' it's not going to do as much damage but hitting those spots should do devastating damage. That would just make sense since a railgun by definition is like the ultimate precision weapon, like this thing should have a scope on it too to be honest.
I am loving this change of heart from AH, but seeing how far the buffs gonna go, I hope they increase the heavies spawn quantity to match the new powerful weapons.
Hey OhDough, thank you for all your videos, I appreciate you making all this content. I don't usually comment on videos in general, but I'd like to give a little feedback here as a viewer, because I feel it may help improve the viewer experience moving forward.
I personally felt a little confused at timestamp 5:30 and onward, because it wasn't immediately obvious to me that someone else's comment was being read out loud. I think you tried to signal this to the audience by saying, 'maybe it depends on who you ask', before you started reading the comment, but somehow I didn't pick up on what was happening, so I had to rewind and watch and listen to it over again to try and pick apart what you're saying, vs what the commenter is saying.
To your credit, you did put on a 'comment reading voice' from 5:38 through 5:43 which made me kind of realize slowly that you were reading a comment, but then like from 5:43 onward you broke out of that 'comment reading voice' and went back to your regular talking voice- so for a moment I thought you were suggesting that the commenter try Level 4 helldive settings, which seemed out of character so I figured I wasn't understanding something properly.
But I'd say that you did a good job at prior points in the video, like at 4:10 when you prefaced something you saying with, 'and some folks will see these numbers and say, "that's crazy" [...]', and at various other parts of the video. Like you used specific voices in parody of what other people might say and etc, by like raising the tone of your voice or using more of a windy breathy voice, and that always makes it super clear as a listener to figure out where other people's comments start and end, vs what your opinions are.
Anyway sorry if this isn't super clear, and thank you for your time if you've read this far. I appreciate you OhDough, keep up the great content and I'll keep coming back.
This is what I've been hoping to see from this game. You can always, Always add optional difficulty to the game. The base game needs to feel fun for it to matter, or people won't want to play. Making every weapon deal enough damage to be a viable option is the best start to this. If people want a challenge after that, we can tack on more difficulty spikes later for them, specifically.
IM HYYYYYPED!!!
Why would I run the Recoiless over the Railgun if it's only 2 safe shots to a charger's head?
Recoiless: 1 Shot headshot but:
- Long Reload
- Requires Backpack Slot
Railgun Safe: 2 Shot headshot but:
+ Quick Reload,
- Charge Time
+ Doesn't require backpack slot
It doesn't work out for me that the Railgun on SAFE can 2-shot headshot and doesn't require a long reload or a backpack comparatively.
Maybe 4 shots on safe to the head? Any feedback on that?
Hard AT like rockets and missiles are going to one shot chargers ANYWHERE on their body. The same potentially goes for hulks, making skill shots unnecessary for anti tank weapons. The railgun still needs skill AND multiple hits potentially, making it riskier and slower on tanky enemies
I was not expecting to see Nine Sols in my Helldivers 2 video LMAO I hope you're enjoying it though! I love it a lot if my pfp isn't telling LOL
After the gunship nerf it actually takes about 3 75% shots to the same engine to kill it now, it was about 10 before
The numbers might seem stupid high now, but we don't have the rest of the puzzle pieces to know what others changes they might be implementing. These damage increases could be balanced with the full update.
It made no sense for why the AMR was better than the railgun at almost everything but killing Hulks.
Especially when it comes to things like turrets, mortars, and AA guns.
Exactly. It also makes no sense why you cant kill a charger, impaler or bile titan with it.
Proof that the sweaty glazers HATE fun. Im so happy for this direction - this was AH’s last chance to save HD2, and they may have aced it. Let’s see what other changes are coming.
Yay, I have been wanting this change for so long. It never made any sense to have the only gun that can kill you do terrible damage when you get close to the danger zone. "But its so easy to memorize and time it your-" shut it muppets. The game will be good again.
I don't think people are interpreting the railgun change correctly. The durable damage is going up enormously from 60-90 to 225-562.5. The normal damage is not currently buffed by overcharge, so I don't know where this assumption that it too will start doing up to 250% damage on an overcharge is coming from. It appears that an impossibly perfect overcharge is in effect going from 600/90 to 600/562.5. Not to 1500/562.5.
The multi-layer defense mission I like in concept but every time I've played it was just people cheesing the enemies with the EMP mortar and beating a bunch of literal sitting ducks. The polar opposite where the players have to attack a heavily fortified position would be cool.
Since helldivers began to nerf the railgun, and left after the HMG was implemented because I felt I didn’t have options. I’ve literally been depressed since I’ve stopped playing and I can’t even buy space marine 2 cause I’m broke 😅 I am PRAYING that these buffs go so hard that this game gets fun ahead and variety of power comes to the game
Someone on Reddit asked, "what would bring you back to Helldivers?" This was my response_
"I’m not returning until the game is brought back (at least close) to its original view (wild & crazy fun. Instead of the toxic meta, realistic wanna be, hard for the sake of hard thing it turned into). Or when the Illuminate are introduced (but I’ll be on borrowed time unless the first point is set). Primaries need to be buffed across-the-board. But not to the point of being overpowered (that would just be stupid). Upgrades to primaries should be implemented sooner rather than later (like the first game had). Give us effective and more tools to fight, and the enemies to use them on.
Helldivers aren’t really meant to be chaff. We aren’t the PDF or regular SEAF. We’re the elite. Helldivers are meant to take back back planets or defend them, not hold them. That’s the PDF’s job (the bodies that are littered across the battlefield are PDF/SEAF). We’re to be given the best training and the best weapons to do our jobs. We’re what ODSTs are to regular marines in Halo. We aren’t supposed to be like Stormtroopers. If we’re supposed to be the elite, give us the tools to feel elite (but not overpowered).
I wanna love the game. I DID love the game until the original fun was effectively balanced out of the game. Yes, I know what I’m saying might as well be blasphemous to this sub and i’m confident I’m going to be downvoted to the basement toilet below hell. That doesn’t matter to me. I’m simply answering a question regardless of how unpopular my answer may be."
I think people forget that even if the railgun is so much of a heavier hitter than every other gun, you can still only kill 20 enemies before a resupply
MUCH more than any other hevy hitter in the game (Spear, EAT, RR, etc), there are some with more ammo, (AMR, QC, AC) but the Railgun will basically just make any other heavy AT undesireble as it has a lot more ammo than any of them
If you begin to see me and my fellow railgun cultists out and about more often, don't worry, we're all very friendly. Feel free to say hello and/or ask for a box from our supply packs. We're here for the people, you know.
I am a railgun main too and I'm really excited for this change. Hopefully they fix the velocity too because the bullets are still a little too slow.
I'm looking forward to Sept 17... but I also read a comment where this will make it so that it's over double the damage of railgun at launch values. It'll be interesting for sure. I just hope they add more challenges and more difficulties with these weapon buffs and reverts.
It does sound bonkers overpowered, but to land the truly overpowered shots consistently you'd have to probably be sitting still to line those targets up, you have the charging window in which to release the shot and you have a fairly small target to hit depending on the enemy type. In my head, a lot of external and environmental real-time factors on the battlefield could meddle with those conditions quite easily, so I'm curious to see if it'll truly be overpowered in the hands of an average player.
I am eager and grasping the idea to carry my team when there's lots of heavies on higher difficulties and i love and dig for the challenge.
Railgun has been reliable but now it functioning like a railgun for the big enemies is going to be so much fun
As a reminder, ON THE BOX of the PS5 version of the game it says and I quote "face overwhelming odds, with overpowered weapons". Case Closed.
Looks good, except for the 2 shot BileTitan kill. That should be 3 or 4 instead. But I still think that the railgun should have infinite pierce on full charge. Just let it zip through all the enemies in the line dealing full damage. It wont hit more than a handful even in best case scenarios.
Fkin love these guys now ❤!
Please dont let us down now.
We all have been through a lot.
Players AND Devs.
Really hoping tomorrow is them extending the Arc Thrower's range so I can hit Shriekers and potentially Flying Bot Patrols. Adjusting the charge time would be phenomenal, too. As would going through foliage.
Although if they don't announce any buffs to primaries, I'll ultimately be disappointed with the update.
Flame offs with hulks... 3x damage on railgun... this is going to be the best update in the history of Helldivers 2!
Glass fucking cannon. Make it so. Earth defence force is a great example. One shot I can kill 10s or hundreds of monsters. If I let an ant bite me. I'm dead.
When I saw that discord post, I immediately thought, "Dough is going to literally explode when he hears this." Haha
That's what happens when you hold the charge for too long.
@@vankraken5490 LMAO
Hellwhiners out in force, Wilburs trembling in their chitin. I feel hopeful for once.