The Railgun having its own health would make more sense - especially when the IRL railgun has the problem of having its rails degraded with every shot (one of the reasons its got the AXE at DARPA)
Sci-fi games be like “we’ve created interstellar FTL travel and harness the power of a black hole but damn it we just can’t figure out how to shoot something with magnets”
Dont forget about the railgun mounted in the super destroyer that had rapid firing CIWS and the orbital version for stratagem so it doesn't make sense we still use convectional gun using gunpowder we need is an assault rifle or a machine railgun
@@spinrift8562 your right more research is needed first since we have handheld plasma weapons including lasers it's possible to have railgun assault rifles and machine guns since we have the experimental one already
Lower durability on gunships would make the railgun do a LOT more damage to them than it does at present. The railgun at max charge does 90 durable damage. That's two thirds what the AMR does, and less than two bullets from the HMG (50 per bullet). This is *pathetic.* The non-durable damage is relatively a lot better, at double what you get out of the AMR per shot at max charge, and equal to six bullets from the HMG. Honestly though, it still wouldn't be as good as the AMR even if the gunships had zero durability on their engines. Landing two shots with the AMR is just faster and easier than landing one charged shot with the railgun in most cases. The railgun *really* needs a scope, too.
I also think gunships should take damage to the Main health pool when taking engine damage. As it is currently, it's 5 completely independent health bars. edit: actually it would be a lot of fun if engines had half as much health, and you have to destroy two to take it down. TTK would be similar if aiming for a single engine since the damage should carry over to main. I just think it would be fun if after some engine damage, you debuff their mobility. They have 4 engines, and in real life multi-engine aircraft can still fly with one or sometimes two engines down.
@@MM-wf4nn 9. learn to throw stuns, shoot thrusters and hide behind rocks. it's that simple. or just throw down a rocket/AC sentry and kill other things while your AC/AMR/LC users take them out.
This was a sleeper hit, this was an extremely enjoyable watch, and an excellent breakdown on the railgun. I actually found myself having some of the same issues you had in your 3 reasons breakdown (striders and tanks). Please keep making more helldivers content, I'll watch all of it.
From a gameplay point of view, not gonna lie, I hate the idea of my railgun losing health just to do more damage when I can bring other stratagems that can deal with larger enemies. Since the nerf to the titans, railgun has become a viable option against the bugs because it can literally kill anything or strip enemies of their armor for an easy kill. The only buff I would give it against the automaton would be the ability to penetrate and destroy the guns on a factory strider, basically rendering it useless even if I can outright kill it with the gun. Makes it a lot easier for your teammates to get closer and destroy it from under.
@@cephon6198I mean yeah, make the unsafe mode stupidly powerful but you're essentially limited to the 20 shots you'll have available, after you fire 20 unsafe shots it just breaks and becomes unusable. This would warrent the change so that it can destroy gunships, carrier ships and strider weapons in one shot, seeing how you're essentially trading your gun for the damage
what i have noticed is that the people that prefer bots tend to play FPS games like COD, battlefield, planetside 2, arma, etc and people that prefer bugs tend to play hoard mode games like left for dead 2, killing floor 1 and 2, etc etc
@@儀水鏡の妖怪霊 ... *One Final Effort starts playing on the background* ua-cam.com/video/HIDR5ZBQBfo/v-deo.htmlsi=A3nuzmRVf_8qp3uG Okey, okey, I'm just kidding!) 😅 ... ... *starts playing again* But maybe ~ ... No, I'm sure squids will be something very different from bugs and even bots. (I'm thinking they will be even less "hoardish" than bugs and have less of fire then bots, but way more POWER to weaken our rightious HELLDIVERS)
Railgun is non-viable if there are gunship patrols on that mission. The health idea is cool, but I'd be happy with it just going on a 15 second cooldown in exchange for one shotting a gunship.
@@R0GU351GN4L The Eruptor is very slow even with animation cancels and is very hard to aim vs them. What u want is a Scorcher but u still need a lot of shots meanwhile u can 2shot them with a Autocannon.
You got a nice voice, you're kinda' funny, and you bring something new to the conversation. I like that. Editing is also on point. Get yourself a half-decent mic and run that shit through audacity noise remover and I think you'll be a hit. Subbed.
My problem with the rail gun is the lack of a scope with range enhancement, it feels like a muzzleloader shotgun when I think it should be like a sniper rifle. My 2 super credits on it, anyway
Plasma Punisher is the best against scout striders, you can stun them and it only takes 2 shots to kill from the front, 1 if you hit them from the side, and you can lob like a grenade launcher
this is a really good video, but I had my volume turned up and the fast-forwarded (rewound?) bit at 5:20 or so was a little abruptly loud! keep up the great content man
YES. THANK YOU. Ive been using the supply pack forever, and people are finally seeing how amazing it is. On high levels, I only see people using the shield backpack, but that option is so selfish! Nothing feels better than resupplying your teammates autocannon and seeing them stop in shock, because the thought that someone could be charitable has completely left their mind. I've been using the railgun for a while now, but I swapped to the AMR to deal with those damn Heavy Devastators. There's no way to hot them if their shots keep throwing off your aim. For the bots, I exclusively run the enforcer armor set. It gives the perfect armor to speed ratio for me, and lets me live cross-map rockets. (Has anyone noticed how inaccurate rocket raiders are now? Maybe they got thier own lock on problems 😂)
Railgun imo should be closer to an EAT, disposable, and unable to be reloaded by any means aside from calling one in. It'll still come with 10-20 rounds, but the rails burn out after they're spent and you chuck the whole gun. Bonus points if they make the white casing char and degrade as you run out of ammo, the final shot giving a small hour of flames as the rails finally overheat and fail before you chuck it. Give it a 3-4 minute cooldown and massively increase its power to let it do loads of durable damage, forcing users to pick their shots as they're now a purely time-based resource.
Not related, but I saw you shooting at the front plate of striders with the AMR (and the autocanon) in your footage. You can one-shot them with the AMR at their large joints right next to/under the front plate. It's much easier than it sounds. Also the railgun having its own health value and being capable of an incredibly powerful single shot at 100% charge is a great idea.
What I would do is make the safe mode not need to charge up, like a regular gun, but the unsafe mode does have the charge up. This would make switching modes more active, since you would want to be on safe mode until you saw something that required more firepower (and buff safe mode to the 60%)
This is a good take, that would add some extra engagement, it gives the weapon a buff and it gives the player a positive incentive to actively change modes without punishing them for not doing so. Id that really enjoy that change being implemented
Also Changing the scope, The red (green) dot absolutely sucks on this thing. It comepletly covers whatever I'm tryinf to aim at. Also I can't zoom in and use it as the Anti-tank sniper it was supposed to be used as.
Railgun deserves a lot of love, honestly. The buff idea can be really good with a drawback that could render you useless at some point, tbh, if they at least tweak it so that you don't get yourself killed just by accidentally hit 100%, I'd be happier, because it has been too long I haven't played it and I always end up exploding myself and having no support weapon for what seems an eternity, which is why I simply don't play it anymore. The Railgun may need a rework in general for the drawback of Unsafe mode, losing a weapon because you explode it and wait for the cooldown is personally not a fun thing at all.
your buff suggestion would work well with a backpack idea that was leaked a while back as data file titles. it was designed to heal your squad I think. combine that with your buffs, railgun would be a beast combo
new idea: put 2 railguns in the support weapon package, like EAT. In this way, another player can have one more slot for stratagems. The same can go for MGs and flamethrowers.
Problem is there isnt single target in the game that have thicc T5 armor and very little HP to be in one-two tap kill range of the railgun. Every enemy that have T5 armor is a bullet sponge on top of that AND likely to have high durability. Things like tanks, chargers, bile titans and factory striders all can be damaged by railgun but it takes dozens of shots to kill it, more than you would normally able to carry. This gun perfectly fills a nonexistent niche.
Its funny that main topic is about the rail gun but the discussion couldn't help but turn towards a couple of patches. Really shows how bad the ball was dropped by arrowhead
The anti-mat rifle *can* one shot scout strikers. Aim for the the pelvis. Before the spear fix, AMR and a shield pack was my go-to bot load out everything else was based around.
I used to do the same, but I found the shield to be too much of a crutch, I became much better once I stopped using it and It gives me an extra slot for something more useful to my team mates.
@R0GU351GN4L yeah I used the shield too much and got burnt out from boredom. Decided to swap to the jump pack and completely fell in love with the game again. Started doing a lot more solo stealth runs with the bots and have been loving it
Oh, autocannon one shots the striders if you hit them near the edge, i assume the explosion just ends up hitting the guy behind it. (I haven't used any support weapon besides the autocannon since i got it)
Well i always count on one shot wherever to stagger it and 1 or 2 shots to the crotch to finish it... No idea why he thought AC was not effective against striders... I always prioritize Heavy devs and striders with my ac because it is good against them and stagger keeps them from firing.
The thing you mentioned about "railgun degradation" and its own health at Very Unsafe Mode. It could really work, a real life railguns were discountinued because it literaly destroyed itself during shooting.
My loadout now with the railgun against the bots which helped me a lot with all of the hulks and gunships was rocket sentry, supply pack, EAT, and scorcher as my primary. I’d also bring the grenade pistol and stun grenades. You don’t have any orbitals or airstrikes but you can do damage to heavier enemies using scorchers splash damage to heat sinks and the bottom of gunships and the rocket sentry when placed right can wreck house even on gunships. Also, the EAT can help you take out cannons or tanks or damage them.
What if after the railgun lost its health in the unsafe mode, instead of exploding it would need the magnets to be replaced but has a long reload insted of being destroyed
I want it to be the penetration king, maybe with a longer charge up and ability to 2 hit charger heads. I'd also like to see it actually penetrate things where if it's charged pen is higher than target and if it kills it, it hits things behind and loses a pen rating for each target
My idea of rebalancing it would be to just remove safe mode completely, make it charge up twice as fast, but at almost maximum charge allow it to reach insane almost stratagem like damage in exchange. Make it an extreme risk and reward weapon
I just wish Arrowhead would lean in more to making support weapons needing more active input from the player. The railgun having an unsafe mode that explodes or (or alternatively a health pool like you mentioned) are both great ways to have the player constantly making micro-decisions that keep the gameplay engaging. It’s why I was so disappointed by the arc thrower having a set 1.0s charge time. Playing with it before was like a little mini rhythm game seeing how much value you could get out the weapon. It engaged you more than a set charge time did. I get that’s hard to implement, especially for a variety of weapons; needless to say not every one will have a mechanic needing input. But the health pool revamp you suggest I think is a nice step in the right direction towards making weapons more engaging and stand out more. I personally love the risk-reward nature of it.
Great video, I too experienced similar problems when using the Railgun especially when weighing it against just using the Anti-material rifle that does almost everything the Railgun does but at a further/safer distance without having to time your charge up shots. However, nothing quite beats the satisfaction of using the Railgun and popping a bot in the head.
The Safe Mode damage should be significantly higher or at least the damage to durable parts and for the Unsafe Mode it could be a 2 Round Shot that inflicts maximum Unsafe Damage but adds a whole 1 - 1.5 seconds to the cool down. That is how I would move on an improvement of the Railgun if I had control of the creative direction.
I think all the railgun needs is some kind of durable/structure damage buff so it can do ANY damage to gunships, tanks, turrets, and factory striders. It doesn't need to be good against them but currently it's useless against them and that feels awful. Always thought it was weird how bad the railgun is against those units because isn't the fantasy that a high risk 99% charge can go through anything? I should be able to place max charge shots and have them pierce straight through turret face plates and hit the back vent for decent damage.
I'd never used the railgun at all until a few weeks ago and I love it. As long as your team have stratagems to counter it's weakness and you stick with your team it's great at clearing medium units. I was using it with the Ballistic shield on one game and I got so good at spinning 180 Shooting taking down a devastator or strider, then spinning 180 to reload and then repeat. With the shield on my back they could hardly ever land a shot. Turtle tank mode activate.
You can also one-shot devastators with the safe mode still on. I am not sure if that is the case for every spot on the upper body but hitting the head and a bit around it always works for me
I think the 60% charge save mode would be perfect. For the unsave mode tho i think it should deal extra durable damage so that we can at least take out gunships since thats the main reason people dont take it for bots
The moment they nerfed the railgun is the moment it was dead. Stripping chargers with one hit and 2 hitting bile titan was the only reason why it was good. Oh, can kill hulks? Don't even attempt it. If you miss, you are dead.
I think that all of your suggestions are worth considering. As someone who jumped on right after the Rail Gun was nerfed I don't know what it was like in it's original state. I love the way it fires and how it feels but for me, the one thing I'd like it to do is provide a better representation of a a successful hit. I also play at range and often time I'm not sure if I actually got a good hit, even with stagger. We don't see hit points and I'm good with that, but maybe a slight light effect similar to when the scorcher hits? Not a uptick in damage, but purely cosmetic like a bullet tracer?
Personally, I want 3 changes to the railgun. One, I want it to have a zoomable liberator scope instead of its green dot. Two, literally make it a hit scan, especially at full charge. Insane projectile velocity would also work, but at full charge I should never have to lead shots. Lastly, more durable damage. I have a list of breakpoints that I’d like it to hit, each based on the philosophy that it should be between the AC and AMR at safe charge, roughly on par with the AC at unsafe charge, and stronger than the AC at full charge. The format I’ll use is as follows: (Full/90% charge | Unsafe/70% charge | Safe charge). Gunship thrusters (1 | 2 | 3). Tank vents (2 | 3 | 4) maybe one full and one unsafe could do it idk. Strider turrets (3-4 | X | X). Strider guns (1 (pierces and destroys both) | 1 | 2). Strider eye weakpoint (3 | 5 | 6). Strider belly (4 | 5-6 | 7). Also, to incentivize the use of safe mode, the charge speed of the railgun past safe charge could be increased, increasing the risk of using unsafe mode while decreasing ttk and giving safe mode a reason to exist. I don’t think it’s necessary, but it’s a solution to the problem you presented. Oh, and the railgun needs to open crates, like come on AH.
with the problems you had i would have guessed that you end up with the anti material rifle since it can kill scout striders, hulks, devastators and marauders from the front with one hit exept for the hulk. it can still deal with gunships even when not being good with it but being able to one hit devastators to the chest is a good trade i would guess.
Ngl it should have a lock on scope and have it pierce walls so it can potentially take out fabricators and possibly bug holes but I don’t think that is realistic but it could be like a close range spear that specializes in weak points and being silent, and of course the lock would be a second or two with a much smaller circle and can be disabled but it won’t take out buildings since the lock on knows the pin point location for the bullet to pass through
I never use unsafe mode. The charge up indicator is too damn small to see while I'm aiming. Blowing up is worse than missing the shot, but until they make that thing bigger, unsafe mode for me is just picking one of those options or the other.
Railgun is not a optimal pick in bots, but in bugs however...is slaps. Being able to 2 shot a charger's leg and finish with primary grants an insane TTK on chargers (Which there are a ton of now on Helldive), its also great for dealing with Med armor bugs. You can still kill a bile titan with it, although takes a few shots. Better to just drop a Precision strike or 500 on it.
You really need to try the plasma punisher. It trivialises scout striders. It staggers larger bots (especially the ones weilding a shield). Equip a bubble shield and quasar cannon for your utility and now you can chew on missiles, destroy tanks, hulks, drop ships and gun ships. Take two offensive strats of your choice and spread managed democracy. Dont waste time on this railgun.
Railgun got nerfed before I got the game but even before then almost ever video I watched about it always said "Use in unsafe mode, safe mode is useless." and the nerf was due to a bug with crossplay. So it's just in a weird place because even if they revert it back to how it first was, it won't be a strong due to the crossplay damage bug got fixed but a lot of the changes have apparently been mainly to safe mode, which once again all the youtubers were going "Safe mode sucks, use unsafe mode."
its only problem is that they nerfed the dmg instead of the ammo count, it was agreat specialist but the ammo count made it a strong generalist. Railgun 1.0 but with 10 (instead of 20) reserve ammo would be fine
Good shit, I've long needed this thing put under a spotlight. It deserves more than the narrative of it once being OP and now being crap. I discovered its hulk one-tapping capabilities last patch and have been trying to master it on both factions ever since. The format is great by the way. Im not sure what you can from ever using Unsafe on bots though. Kill devastators better? Like as far as I'm concerned part of its design problem stems from how you gain nothing from going Unsafe on bots, while Safe is completely pointless on bugs.
If it was even just decent at taking out gunships I'd always bring it. Theyre way too common now and you cant rely on anything else to take them out reliably
The problem with the Railgun is ultimately it's just worse than the AMR and it's the same gun functionally. Everything the Railgun can damage the AMR kills slightly slower but the AMR can kill everything unlike the Railgun. The AMR also laps the Railgun in fire rate so the Railgun's shots to kill aren't actually that impressive of a feat and the AMR has more ammo so it can be used as a proper Primary replacement weapon against every bot enemy without running into ammo or horrifically low fire rate issues. The Railgun is so satisfying to get those 1 tap headshots but in every category that matters the AMR just completely gaps it. Similarly on the bug side the Flamethrower also takes the Railgun out of the conversation for a backpackless weapon
I never touched it until the nerf. But when they gave it out for a free 24 hours, I gave it a shot. I did really like it but I won't bring it cause of the dam gunships. So I bring the heavy machine gun. Can take out tanks, towers, Planes, chicken walkers, can damage AT-AT.
The railgun righy now is a good weapon for ground units for bots. You'll want to have someone else on tank/tower/gunship duty. I myself, am happy to be the anti tank dude.
I think the railgun right now is completely fine, and I absolutely do not believe adding a form of self-destructing meter would be a good answer. Yeah you could make the argument IRL railcannons do that, but these are massive machines designed to be put on ships. The only thing I’d wish they would add now is explosive power of some sort so I can use it to take out gunships.
For fabricators and any type of enemy you can use autocannon to take down all enemies quickly Quasar cannon with unlimited ammo but has chargeup time but can destroy the dropships and railgun is just fire at all devestator or bigger type of enemy but is great to use against hulks
The eruptor can fire faster, although a bit cheesy. I binded "1" and "2" to mouse thumb buttons and I can swap between primary and secondary to fire about 1 round per second, or twice as fast. I heard about this from some youtuber, I just don't remember who.
The Railgun having its own health would make more sense - especially when the IRL railgun has the problem of having its rails degraded with every shot (one of the reasons its got the AXE at DARPA)
Making it so that you need to reload it by changing it's barrel would be a cool mechanic
@@Staladusyeah but it would also make it very similar to the laser guns
True just make it have infinite ammo for safe mode and unsafe degrades the rifle proportionally to how much you push it to its limits
@@xadadax1 infinite ammo? were the hell do the rounds come from then?
@@xadadax1bruh railguns use physical slugs
Sci-fi games be like “we’ve created interstellar FTL travel and harness the power of a black hole but damn it we just can’t figure out how to shoot something with magnets”
Dont forget about the railgun mounted in the super destroyer that had rapid firing CIWS and the orbital version for stratagem so it doesn't make sense we still use convectional gun using gunpowder we need is an assault rifle or a machine railgun
@@robertungsod691I think one of the reasons it is experimental is that they are attempting to take a ship mounted weapon and make it handheld.
@@spinrift8562 your right more research is needed first since we have handheld plasma weapons including lasers it's possible to have railgun assault rifles and machine guns since we have the experimental one already
ok hear me out
gunships shouldn't have 100% durability
Lower durability on gunships would make the railgun do a LOT more damage to them than it does at present. The railgun at max charge does 90 durable damage. That's two thirds what the AMR does, and less than two bullets from the HMG (50 per bullet). This is *pathetic.* The non-durable damage is relatively a lot better, at double what you get out of the AMR per shot at max charge, and equal to six bullets from the HMG.
Honestly though, it still wouldn't be as good as the AMR even if the gunships had zero durability on their engines. Landing two shots with the AMR is just faster and easier than landing one charged shot with the railgun in most cases. The railgun *really* needs a scope, too.
I also think gunships should take damage to the Main health pool when taking engine damage. As it is currently, it's 5 completely independent health bars. edit: actually it would be a lot of fun if engines had half as much health, and you have to destroy two to take it down. TTK would be similar if aiming for a single engine since the damage should carry over to main. I just think it would be fun if after some engine damage, you debuff their mobility. They have 4 engines, and in real life multi-engine aircraft can still fly with one or sometimes two engines down.
nah its actually fine, grow a pair
@@ExValeFor what difficulty are you playing on
@@MM-wf4nn 9. learn to throw stuns, shoot thrusters and hide behind rocks. it's that simple. or just throw down a rocket/AC sentry and kill other things while your AC/AMR/LC users take them out.
This was a sleeper hit, this was an extremely enjoyable watch, and an excellent breakdown on the railgun. I actually found myself having some of the same issues you had in your 3 reasons breakdown (striders and tanks). Please keep making more helldivers content, I'll watch all of it.
I know James and he plans to
From a gameplay point of view, not gonna lie, I hate the idea of my railgun losing health just to do more damage when I can bring other stratagems that can deal with larger enemies.
Since the nerf to the titans, railgun has become a viable option against the bugs because it can literally kill anything or strip enemies of their armor for an easy kill. The only buff I would give it against the automaton would be the ability to penetrate and destroy the guns on a factory strider, basically rendering it useless even if I can outright kill it with the gun. Makes it a lot easier for your teammates to get closer and destroy it from under.
in that place I would add that they can kill gunships in 2 shots to the thrusters since they are more common know
@@gotumgotum1214safe of unsafe?
0:08 ULTRAKILL SPOTTED
James is a huge ultrakill fan
Welcome a -mann's- diver's guide to the Railgun.
This gun should lean more into the armor penetration factor. Maybe give it less ammo but more power.
I liked the overall design of this video, love your narrative and design ideas. Keep up the good work!
The railgun eating away at its own health in unsafe mode is honestly a good idea imo...
except there's no reason to use it in unsafe mode. It needs to be able to take down gunships or exhaust grates like the autocannon ffs
@@cephon6198I mean yeah, make the unsafe mode stupidly powerful but you're essentially limited to the 20 shots you'll have available, after you fire 20 unsafe shots it just breaks and becomes unusable. This would warrent the change so that it can destroy gunships, carrier ships and strider weapons in one shot, seeing how you're essentially trading your gun for the damage
what i have noticed is that the people that prefer bots tend to play FPS games like COD, battlefield, planetside 2, arma, etc and people that prefer bugs tend to play hoard mode games like left for dead 2, killing floor 1 and 2, etc etc
@@bugsy3209 what do these people hoard on these games? 😛
Now I wonder which type of player will play against the illuminate once they're released.
Probably only the HD1 veterans, or Terran Starcraft Players.
@@儀水鏡の妖怪霊
... *One Final Effort starts playing on the background* ua-cam.com/video/HIDR5ZBQBfo/v-deo.htmlsi=A3nuzmRVf_8qp3uG
Okey, okey, I'm just kidding!) 😅
...
... *starts playing again*
But maybe ~ ...
No, I'm sure squids will be something very different from bugs and even bots.
(I'm thinking they will be even less "hoardish" than bugs and have less of fire then bots, but way more POWER to weaken our rightious HELLDIVERS)
nope
I never gave it much thought but you're right I'm a huge battlefield player and I mostly prefer bots but I do like bugs too
Railgun is non-viable if there are gunship patrols on that mission. The health idea is cool, but I'd be happy with it just going on a 15 second cooldown in exchange for one shotting a gunship.
I had this problem, but I was thinking, What if I take the Erupter. Not tried it against gunships but I imagine it'd get the job done.
@@R0GU351GN4L I've done it but it takes fkn ages and its hard hit. You'll be long dead vs a full patrol.
Man, if only the gunships had a cockpit or something I could shoot at with the basic guns.
@@R0GU351GN4L The Eruptor is very slow even with animation cancels and is very hard to aim vs them.
What u want is a Scorcher but u still need a lot of shots meanwhile u can 2shot them with a Autocannon.
The AMR being able to kill gun ships better than railgun makes absolutely no sense
You got a nice voice, you're kinda' funny, and you bring something new to the conversation. I like that. Editing is also on point. Get yourself a half-decent mic and run that shit through audacity noise remover and I think you'll be a hit. Subbed.
My problem with the rail gun is the lack of a scope with range enhancement, it feels like a muzzleloader shotgun when I think it should be like a sniper rifle. My 2 super credits on it, anyway
Now I wanna be shouting MY LIFE FOR SUPER EARTH everytime when unloading my 95+% railgun charge lmao
What a frickin GREAT idea
Really good video! Refreshing in this often negative space. Your editing and voiceover are quite nice!
Great editing, fun content, subbed.
4:28 That was very clever. 😂 Funny jokes asides though, this is one of the most underrated Helldivers Chanel’s EVER, top notch.
Plasma Punisher is the best against scout striders, you can stun them and it only takes 2 shots to kill from the front, 1 if you hit them from the side, and you can lob like a grenade launcher
not sure who you are, but this video randomly popped up in my recommended and i was pleasantly suprised. keep up the good work!
As soon as the spear update hit i bought it and OMG the ability to just point and click factories from across the map feels INSANELY good
this is a really good video, but I had my volume turned up and the fast-forwarded (rewound?) bit at 5:20 or so was a little abruptly loud!
keep up the great content man
Get ready for tomorrow
YES. THANK YOU. Ive been using the supply pack forever, and people are finally seeing how amazing it is. On high levels, I only see people using the shield backpack, but that option is so selfish! Nothing feels better than resupplying your teammates autocannon and seeing them stop in shock, because the thought that someone could be charitable has completely left their mind.
I've been using the railgun for a while now, but I swapped to the AMR to deal with those damn Heavy Devastators. There's no way to hot them if their shots keep throwing off your aim.
For the bots, I exclusively run the enforcer armor set. It gives the perfect armor to speed ratio for me, and lets me live cross-map rockets. (Has anyone noticed how inaccurate rocket raiders are now? Maybe they got thier own lock on problems 😂)
Railgun imo should be closer to an EAT, disposable, and unable to be reloaded by any means aside from calling one in. It'll still come with 10-20 rounds, but the rails burn out after they're spent and you chuck the whole gun. Bonus points if they make the white casing char and degrade as you run out of ammo, the final shot giving a small hour of flames as the rails finally overheat and fail before you chuck it. Give it a 3-4 minute cooldown and massively increase its power to let it do loads of durable damage, forcing users to pick their shots as they're now a purely time-based resource.
Medic armor is really good for being offensive
Not related, but I saw you shooting at the front plate of striders with the AMR (and the autocanon) in your footage. You can one-shot them with the AMR at their large joints right next to/under the front plate. It's much easier than it sounds. Also the railgun having its own health value and being capable of an incredibly powerful single shot at 100% charge is a great idea.
New Eruptor also one shots them if you hit anywhere on the front plate
Great video, garbage proposals in regards to self damage
very good production dude, this was a fun one to watch
Love the editing and the suggestion to the railgun quite is unique! Looking forward to more of your videos!
What I would do is make the safe mode not need to charge up, like a regular gun, but the unsafe mode does have the charge up. This would make switching modes more active, since you would want to be on safe mode until you saw something that required more firepower (and buff safe mode to the 60%)
This is a good take, that would add some extra engagement, it gives the weapon a buff and it gives the player a positive incentive to actively change modes without punishing them for not doing so. Id that really enjoy that change being implemented
Also Changing the scope, The red (green) dot absolutely sucks on this thing. It comepletly covers whatever I'm tryinf to aim at. Also I can't zoom in and use it as the Anti-tank sniper it was supposed to be used as.
fantastic video mate. I look forward to seeing more from you.
Even the computer was surprised by all that storage used
D:\
Railgun deserves a lot of love, honestly. The buff idea can be really good with a drawback that could render you useless at some point, tbh, if they at least tweak it so that you don't get yourself killed just by accidentally hit 100%, I'd be happier, because it has been too long I haven't played it and I always end up exploding myself and having no support weapon for what seems an eternity, which is why I simply don't play it anymore. The Railgun may need a rework in general for the drawback of Unsafe mode, losing a weapon because you explode it and wait for the cooldown is personally not a fun thing at all.
Really good video! I know it's cliche but I was shocked when I looked at your subscriber count, keep it up!
your buff suggestion would work well with a backpack idea that was leaked a while back as data file titles. it was designed to heal your squad I think. combine that with your buffs, railgun would be a beast combo
new idea: put 2 railguns in the support weapon package, like EAT. In this way, another player can have one more slot for stratagems. The same can go for MGs and flamethrowers.
Problem is there isnt single target in the game that have thicc T5 armor and very little HP to be in one-two tap kill range of the railgun. Every enemy that have T5 armor is a bullet sponge on top of that AND likely to have high durability. Things like tanks, chargers, bile titans and factory striders all can be damaged by railgun but it takes dozens of shots to kill it, more than you would normally able to carry. This gun perfectly fills a nonexistent niche.
Its funny that main topic is about the rail gun but the discussion couldn't help but turn towards a couple of patches. Really shows how bad the ball was dropped by arrowhead
The anti-mat rifle *can* one shot scout strikers. Aim for the the pelvis. Before the spear fix, AMR and a shield pack was my go-to bot load out everything else was based around.
I used to do the same, but I found the shield to be too much of a crutch, I became much better once I stopped using it and It gives me an extra slot for something more useful to my team mates.
@@R0GU351GN4L Absolutely. I run the spear now.
Pelvis doesn't one shot with the AMR. The hip joints do, though, and you might be hitting them by accident when you're aiming for the pelvis.
@@PaxEmpyrean the tradeoff with aiming for the joints is the trooper usually survives and requires a second shot.
@R0GU351GN4L yeah I used the shield too much and got burnt out from boredom. Decided to swap to the jump pack and completely fell in love with the game again. Started doing a lot more solo stealth runs with the bots and have been loving it
Intro made me think yhis was manns guide to X for a micro second
Oh, autocannon one shots the striders if you hit them near the edge, i assume the explosion just ends up hitting the guy behind it. (I haven't used any support weapon besides the autocannon since i got it)
Well i always count on one shot wherever to stagger it and 1 or 2 shots to the crotch to finish it... No idea why he thought AC was not effective against striders... I always prioritize Heavy devs and striders with my ac because it is good against them and stagger keeps them from firing.
Degrading the health of the gun when firing high level charges but allowing more piercing shots depending on charge level would be very cool.
"bane of my existence"
The thing you mentioned about "railgun degradation" and its own health at Very Unsafe Mode. It could really work, a real life railguns were discountinued because it literaly destroyed itself during shooting.
Railgun + jetpack is my usual go-to.
My loadout now with the railgun against the bots which helped me a lot with all of the hulks and gunships was rocket sentry, supply pack, EAT, and scorcher as my primary. I’d also bring the grenade pistol and stun grenades. You don’t have any orbitals or airstrikes but you can do damage to heavier enemies using scorchers splash damage to heat sinks and the bottom of gunships and the rocket sentry when placed right can wreck house even on gunships. Also, the EAT can help you take out cannons or tanks or damage them.
Good video tho bro. This loadout is a lot to get used to but I felt pretty comfortable running this once you get used to it.
Having a 3rd option like your suggestions in addition to safe, and unsafe modes would be excellent.
What if after the railgun lost its health in the unsafe mode, instead of exploding it would need the magnets to be replaced but has a long reload insted of being destroyed
Arc Striders can tank rockets from the new Commando launcher. Beyond ridiculous.
the design problem is the balance devs who are bitter, jaded haters of fun
or hear me out when in unsafe each shot has a 20% chance to just kill you
Instead of a health drain I’d rather a cooldown from the rail gun over heating like the Quasar cannon in unsafe mode.
I want it to be the penetration king, maybe with a longer charge up and ability to 2 hit charger heads. I'd also like to see it actually penetrate things where if it's charged pen is higher than target and if it kills it, it hits things behind and loses a pen rating for each target
The idea that the railgun cant shoot down gunships but the HMG can??? Jesus man. Railgun needs to be entirely reevaluated.
quite engaging helldivers content to watch while eating dinner, nice work dude
I like your suggestions. Maybe the devs will give it some thought. Who knows.
My idea of rebalancing it would be to just remove safe mode completely, make it charge up twice as fast, but at almost maximum charge allow it to reach insane almost stratagem like damage in exchange.
Make it an extreme risk and reward weapon
I think I might know how to fix the railgun. Give it a bigger mag size and add on a charge burst function
I just wish Arrowhead would lean in more to making support weapons needing more active input from the player. The railgun having an unsafe mode that explodes or (or alternatively a health pool like you mentioned) are both great ways to have the player constantly making micro-decisions that keep the gameplay engaging.
It’s why I was so disappointed by the arc thrower having a set 1.0s charge time. Playing with it before was like a little mini rhythm game seeing how much value you could get out the weapon. It engaged you more than a set charge time did.
I get that’s hard to implement, especially for a variety of weapons; needless to say not every one will have a mechanic needing input. But the health pool revamp you suggest I think is a nice step in the right direction towards making weapons more engaging and stand out more. I personally love the risk-reward nature of it.
Gunship has entered the chat
Great video, I too experienced similar problems when using the Railgun especially when weighing it against just using the Anti-material rifle that does almost everything the Railgun does but at a further/safer distance without having to time your charge up shots. However, nothing quite beats the satisfaction of using the Railgun and popping a bot in the head.
The Safe Mode damage should be significantly higher or at least the damage to durable parts and for the Unsafe Mode it could be a 2 Round Shot that inflicts maximum Unsafe Damage but adds a whole 1 - 1.5 seconds to the cool down. That is how I would move on an improvement of the Railgun if I had control of the creative direction.
I think all the railgun needs is some kind of durable/structure damage buff so it can do ANY damage to gunships, tanks, turrets, and factory striders. It doesn't need to be good against them but currently it's useless against them and that feels awful.
Always thought it was weird how bad the railgun is against those units because isn't the fantasy that a high risk 99% charge can go through anything? I should be able to place max charge shots and have them pierce straight through turret face plates and hit the back vent for decent damage.
I'd never used the railgun at all until a few weeks ago and I love it. As long as your team have stratagems to counter it's weakness and you stick with your team it's great at clearing medium units. I was using it with the Ballistic shield on one game and I got so good at spinning 180 Shooting taking down a devastator or strider, then spinning 180 to reload and then repeat. With the shield on my back they could hardly ever land a shot.
Turtle tank mode activate.
No clue who you were before this but damn that’s a great video of you were wanting any feedback I’d say I’m looking forward to more hopefully
He is looking for feedback
I just hope it will be more powerful.
It SHOULD can penetrated _EVERYTHING_ . Not instakill, but _penetrate EVERYTHING_ ..
You can also one-shot devastators with the safe mode still on. I am not sure if that is the case for every spot on the upper body but hitting the head and a bit around it always works for me
Ayo who's that absolute legend dropping Penguins of The Madagascar references in chat? (0:01 😂)
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Yeah that was me!
TurtleOnFire the guys we all know for being chill as hell
Average HD2 clip folder
A tip, use the autocannon the shot the strider's legs. If you hit, the explosion kills the bot.
I think the 60% charge save mode would be perfect. For the unsave mode tho i think it should deal extra durable damage so that we can at least take out gunships since thats the main reason people dont take it for bots
for gunship planes you can use the rocket turret, its almost an antiair for them
The moment they nerfed the railgun is the moment it was dead. Stripping chargers with one hit and 2 hitting bile titan was the only reason why it was good.
Oh, can kill hulks? Don't even attempt it. If you miss, you are dead.
I hope we get a finished railgun after further experimentation with dark fluid and illuminate technology
I think that all of your suggestions are worth considering. As someone who jumped on right after the Rail Gun was nerfed I don't know what it was like in it's original state. I love the way it fires and how it feels but for me, the one thing I'd like it to do is provide a better representation of a a successful hit. I also play at range and often time I'm not sure if I actually got a good hit, even with stagger. We don't see hit points and I'm good with that, but maybe a slight light effect similar to when the scorcher hits? Not a uptick in damage, but purely cosmetic like a bullet tracer?
Personally, I want 3 changes to the railgun. One, I want it to have a zoomable liberator scope instead of its green dot. Two, literally make it a hit scan, especially at full charge. Insane projectile velocity would also work, but at full charge I should never have to lead shots. Lastly, more durable damage. I have a list of breakpoints that I’d like it to hit, each based on the philosophy that it should be between the AC and AMR at safe charge, roughly on par with the AC at unsafe charge, and stronger than the AC at full charge. The format I’ll use is as follows: (Full/90% charge | Unsafe/70% charge | Safe charge). Gunship thrusters (1 | 2 | 3). Tank vents (2 | 3 | 4) maybe one full and one unsafe could do it idk. Strider turrets (3-4 | X | X). Strider guns (1 (pierces and destroys both) | 1 | 2). Strider eye weakpoint (3 | 5 | 6). Strider belly (4 | 5-6 | 7). Also, to incentivize the use of safe mode, the charge speed of the railgun past safe charge could be increased, increasing the risk of using unsafe mode while decreasing ttk and giving safe mode a reason to exist. I don’t think it’s necessary, but it’s a solution to the problem you presented. Oh, and the railgun needs to open crates, like come on AH.
with the problems you had i would have guessed that you end up with the anti material rifle since it can kill scout striders, hulks, devastators and marauders from the front with one hit exept for the hulk. it can still deal with gunships even when not being good with it but being able to one hit devastators to the chest is a good trade i would guess.
tip for devastators hut the legs you wont need as much charge
Ngl it should have a lock on scope and have it pierce walls so it can potentially take out fabricators and possibly bug holes but I don’t think that is realistic but it could be like a close range spear that specializes in weak points and being silent, and of course the lock would be a second or two with a much smaller circle and can be disabled but it won’t take out buildings since the lock on knows the pin point location for the bullet to pass through
I enjoyed your railgun rework suggestions. I think the railgun should fire at 100% unsafe as it kills itself and you. Also, the thing needs a scope.
I never use unsafe mode. The charge up indicator is too damn small to see while I'm aiming. Blowing up is worse than missing the shot, but until they make that thing bigger, unsafe mode for me is just picking one of those options or the other.
nice montage!
Good video. Good analysis
Railgun is not a optimal pick in bots, but in bugs however...is slaps. Being able to 2 shot a charger's leg and finish with primary grants an insane TTK on chargers (Which there are a ton of now on Helldive), its also great for dealing with Med armor bugs. You can still kill a bile titan with it, although takes a few shots. Better to just drop a Precision strike or 500 on it.
Was the into a soundsmith reference
You really need to try the plasma punisher. It trivialises scout striders. It staggers larger bots (especially the ones weilding a shield).
Equip a bubble shield and quasar cannon for your utility and now you can chew on missiles, destroy tanks, hulks, drop ships and gun ships. Take two offensive strats of your choice and spread managed democracy. Dont waste time on this railgun.
Way back at the creek he used it only and told me to try it
Railgun got nerfed before I got the game but even before then almost ever video I watched about it always said "Use in unsafe mode, safe mode is useless." and the nerf was due to a bug with crossplay. So it's just in a weird place because even if they revert it back to how it first was, it won't be a strong due to the crossplay damage bug got fixed but a lot of the changes have apparently been mainly to safe mode, which once again all the youtubers were going "Safe mode sucks, use unsafe mode."
its only problem is that they nerfed the dmg instead of the ammo count, it was agreat specialist but the ammo count made it a strong generalist. Railgun 1.0 but with 10 (instead of 20) reserve ammo would be fine
Good shit, I've long needed this thing put under a spotlight. It deserves more than the narrative of it once being OP and now being crap. I discovered its hulk one-tapping capabilities last patch and have been trying to master it on both factions ever since.
The format is great by the way. Im not sure what you can from ever using Unsafe on bots though. Kill devastators better? Like as far as I'm concerned part of its design problem stems from how you gain nothing from going Unsafe on bots, while Safe is completely pointless on bugs.
If it was even just decent at taking out gunships I'd always bring it. Theyre way too common now and you cant rely on anything else to take them out reliably
The problem with the Railgun is ultimately it's just worse than the AMR and it's the same gun functionally. Everything the Railgun can damage the AMR kills slightly slower but the AMR can kill everything unlike the Railgun. The AMR also laps the Railgun in fire rate so the Railgun's shots to kill aren't actually that impressive of a feat and the AMR has more ammo so it can be used as a proper Primary replacement weapon against every bot enemy without running into ammo or horrifically low fire rate issues. The Railgun is so satisfying to get those 1 tap headshots but in every category that matters the AMR just completely gaps it.
Similarly on the bug side the Flamethrower also takes the Railgun out of the conversation for a backpackless weapon
I never touched it until the nerf. But when they gave it out for a free 24 hours, I gave it a shot. I did really like it but I won't bring it cause of the dam gunships. So I bring the heavy machine gun. Can take out tanks, towers, Planes, chicken walkers, can damage AT-AT.
"Railgun is bad because it isn't a singular solution for all enemies"
-people who don't know how to make a decent build in HD2.
That isn't at all what he said and runs a new build every few games
The railgun righy now is a good weapon for ground units for bots. You'll want to have someone else on tank/tower/gunship duty. I myself, am happy to be the anti tank dude.
I'm sure the developers hate the Railgun, to the point of abandoning it completely!
I think the railgun right now is completely fine, and I absolutely do not believe adding a form of self-destructing meter would be a good answer. Yeah you could make the argument IRL railcannons do that, but these are massive machines designed to be put on ships.
The only thing I’d wish they would add now is explosive power of some sort so I can use it to take out gunships.
For fabricators and any type of enemy you can use autocannon to take down all enemies quickly
Quasar cannon with unlimited ammo but has chargeup time but can destroy the dropships and railgun is just fire at all devestator or bigger type of enemy but is great to use against hulks
The eruptor can fire faster, although a bit cheesy. I binded "1" and "2" to mouse thumb buttons and I can swap between primary and secondary to fire about 1 round per second, or twice as fast. I heard about this from some youtuber, I just don't remember who.
Yeah he dies that sometimes
Lets just charge to 200% and it explodes like an impact grenade when the shot goes off and it kills anything 😂