These Weapons STILL Need Buffs! Helldivers 2 Weapon Buffs.

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  • Опубліковано 6 січ 2025

КОМЕНТАРІ • 232

  • @funpolice938
    @funpolice938  3 місяці тому +28

    Well for the few that see this it appears I was unaware of a change to certain medium enemies (namely devs) that their limbs became immune to explosions. As such my suggested change in the video to the HE grenade is no longer enough and something closer to 800 damage would be needed so it can effectively kill mediums.

    • @OrAngelicBlitz8633
      @OrAngelicBlitz8633 3 місяці тому

      Good takes. 👍

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому

      @@funpolice938 yeah it's a bit stupid when the explosive crossbow does more damage than most grenades

    • @ExValeFor
      @ExValeFor 2 місяці тому

      I guess you got it then

  • @ballmuncher621
    @ballmuncher621 3 місяці тому +148

    The concussive needs medium armor penetrating, because otherwise the rounds don't concuss the enemies, and I think that would still be fair because of its low RPM

    • @tymera
      @tymera 3 місяці тому +1

      HOLY FUCK I WOULD LOSE IT THAT SOUNDS AWESOME

    • @kevin9218
      @kevin9218 3 місяці тому +10

      Add an explosive damage element to it, tiny radius, no armor penetration. But the kinetic hit should have at least medium penetration and do only 1 damage. That way the hit can apply the concuss/stagger and not deflect off of everything bigger than a warrior, and still not be useful for actually killing bigger armored targets, keeping it's niche as a cc weapon.

    • @ballmuncher621
      @ballmuncher621 3 місяці тому +3

      @@kevin9218 that won't work unfortunately because any explosive projectile other than plasma based ones won't explode if it deflects as well

    • @kevin9218
      @kevin9218 3 місяці тому

      @@ballmuncher621 that's why the kinetic impact of the bullet needs to have armor penetration.

    • @OrAngelicBlitz8633
      @OrAngelicBlitz8633 3 місяці тому

      I think that's a fair change too.

  • @salvarious
    @salvarious 3 місяці тому +86

    I think spray & pray should get it's drum mag further increased so it stands out from the incendiary breakers drum mag, which gives it more trade off for picking it over a gun with fire dots.

    • @swift-pawedteif386
      @swift-pawedteif386 3 місяці тому +7

      250 rounds no mags? 70% fire rate.
      I know I’m crazy but this would feel great as a primary.

    • @swift-pawedteif386
      @swift-pawedteif386 3 місяці тому +4

      Oh sorry I meant +70%

    • @OrAngelicBlitz8633
      @OrAngelicBlitz8633 3 місяці тому +1

      Increasing the mag size to 35 or so would definitely be in the right direction for it.

    • @Steampuke
      @Steampuke 3 місяці тому

      @@OrAngelicBlitz8633 with a slight fire rate increase! Maybe 20% faster

  • @jonathanphillips6508
    @jonathanphillips6508 3 місяці тому +57

    I like the backpack change, would really open up more opportunities for team play. And make it way less clanky 😂

    • @thedog5k
      @thedog5k 3 місяці тому +2

      I’ve been asking for this from day one. I like the weapons team idea, but reloading from the assistants pack is just dumb and unfun. It goes form being a fun option to either being leashed or both of you have to run the same thing.

    • @lwdrd
      @lwdrd 3 місяці тому +1

      ​@@thedog5kfor real, its kinda goofy you cant just help them reload from their backpack and have to have the backpack on your back

    • @DarkPry92
      @DarkPry92 2 місяці тому

      I couldn't agree more. You only get 4 stratagem slots. If you're using 1 whole slot just for a mobility peace... it should make you very mobile! on top of what he recommended I think the jetpack should have a slightly shorter cooldown.

  • @Cookie-Lord95
    @Cookie-Lord95 3 місяці тому +22

    8:22 you know what would make a good change tò sickle? Setting it's RPM. Because it's the only laser weapon whose Damage per Mag (or heatsink) doesn't increase bcos of the cut on the ROF. So make that max RPM It would heat on cold planets like It would with medium RPM on non cold planets, and so on.

  • @SuperVideoman2012
    @SuperVideoman2012 3 місяці тому +20

    The airburst launcher really needs a faster reload and a staged reload.

    • @lachskartoffel
      @lachskartoffel 3 місяці тому

      It also shouldnt be triggerd by dead enemies and may be have a minimum travel time before its armed

  • @kjordhenriquez3799
    @kjordhenriquez3799 3 місяці тому +19

    I can't agree with you on that the anti personel and flame mines, because those mines work if something steps on it. It doesn't matter if it is a helldivers or not. One thing i would suggest for anti tank mines to be triggered only by tanky units. Thus it won't effect a helldivers but it will affect a mech. I agree that extra cool down would be nice

    • @PhantasmalBlast
      @PhantasmalBlast 3 місяці тому +2

      I agree. Part of the fun of this game is how absurdly hazardous everything is to the helldivers. A compromise could be making the pod that throws the mines more permanent and if you shoot it and destroy it, it instantly detonates all the mines it spawned. So that way if you blocked off your escape root or you’re leaving an area and don’t want to trap yourself you could shoot it and clear them out.

    • @Crispy_DAWG
      @Crispy_DAWG 3 місяці тому +1

      Honestly, just make the lights brighter to signal danger. Sometimes they can be hard to see which is annoying when you realize you’re in suddenly in a minefield someone placed minutes ago.

    • @kjordhenriquez3799
      @kjordhenriquez3799 3 місяці тому

      @@Crispy_DAWG yeah

  • @big_gucci_scorpio328
    @big_gucci_scorpio328 3 місяці тому +80

    Nah all assault rifles NEED base 10 mags and a 40 to 45 round mag to even be considered as viable on the bug front imo, plus they ALL need a reload speed increase desperately

    • @chickenpurple6704
      @chickenpurple6704 3 місяці тому +5

      Idk man the liberator is still very viable on the bug front

    • @Wet_Fungus
      @Wet_Fungus 3 місяці тому +10

      @@chickenpurple6704on higher difficulty’s it’s very weak compared to other weapons such as the flamer or whatevs and the punisher plasma. It should do lots more damage, to single targets

    • @chickenpurple6704
      @chickenpurple6704 3 місяці тому +4

      @@Wet_Fungus I'm not sure I agree, its niche is its versatility

    • @DarkCatfish
      @DarkCatfish 3 місяці тому +7

      Literal skill issue at this point

    • @givenchymamajama3859
      @givenchymamajama3859 3 місяці тому

      Skill issue

  • @salvarious
    @salvarious 3 місяці тому +23

    Problem with buff throwing knives, is that they're just knives. How they going to justify making knives hit as hard as a grenade? For a buff, I'd add bleeding. Melee could make sense, but there's probably some programming issues to it. You can't melee with any grenade, so they have to code that in & give it new animation & it steps on the heels of making melee weapons in the future.

    • @Arkondak1
      @Arkondak1 3 місяці тому +2

      They should add a melee weapon category and classify throwing knives as one. Short press melee rifle bashes as it does now, long pressing melee switches to melee weapon. Pressing melee stabs with melee weapon equipped. Fire button power attacks with melee weapon equipped. Aim button blocks with melee weapon equipped. Throwing knife throws knife on power attack. This also allows for lame stuff like chainswords, and awesome stuff like trench shovels.

    • @blitzhunts
      @blitzhunts 3 місяці тому +3

      By only killing one enemy at a time duh

    • @MutheiM_Marz
      @MutheiM_Marz 3 місяці тому +4

      Just fill a knife handle with explosive, make it a baby thermite.

    • @salvarious
      @salvarious 3 місяці тому

      @@MutheiM_Marz a logical direction for it, but I'm assuming they want to keep it as just a knife. Otherwise that would be cool, because it could basically be a sticky frag.

    • @PhantasmalBlast
      @PhantasmalBlast 3 місяці тому +2

      It’s a discrepancy between realism and gameplay. I’m on board with the damage buff, I think they should oneshot hive guards. I know it’s not realistic but otherwise there is simply no reason to play with them. They aren’t even fun to bring on lower difficulties because they don’t feel cool or fun to use right now.

  • @DuskYokai
    @DuskYokai 3 місяці тому +28

    Throwing knives to my recollection in the game cant be picked up. If thats still true just change it be retrievable after thrown. Then increase the damage like you said. Then i would potentially use them when trying stealth runs. Cause rn thermites and impacts are just the only things worth picking in my opinion.
    (On a side note i want more stealth options, i love breaking off from my team and clearing objectives on my own to speed up the match and i can handle myself but tbh id like to make it more rewarding in my efficiency for being alone

    • @givenchymamajama3859
      @givenchymamajama3859 3 місяці тому

      Gas Grenada

    • @Steampuke
      @Steampuke 3 місяці тому +2

      Gas and stun are neat too honestly

    • @ODdrift
      @ODdrift 3 місяці тому

      I think if they made the knives explosive, it would instantly make it a cool AND viable option, it could be like the thermal grenade, but more focused for medium tier units taking hive guards and devastators out In one shot with a nice aoe explosion

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому +1

      I think for bugs gas is better than impacts if you have something for bugholes.

    • @Steampuke
      @Steampuke 3 місяці тому

      @@aarepelaa1142 agreed

  • @duanewong1527
    @duanewong1527 3 місяці тому +7

    The Orbital railcannon strike sorely needs a cooldown reduction, I see no reason to use it over the Orbital Precision Strike because it's cooldown is a lot less and it can be used to destroy bot detector towers.

    • @konigstiger8518
      @konigstiger8518 3 місяці тому

      i don't see a reason to use either. OPS went from my most used to least used by not killing heavies like it used to be able to.

    • @duanewong1527
      @duanewong1527 3 місяці тому

      @@konigstiger8518 it's got utility value on the bot front because 1 good throw will destroy a detector tower. It still can destroy tanks, but the target painter must be on on any part of the tank.

  • @PhantasmalBlast
    @PhantasmalBlast 3 місяці тому +3

    I’m begging for a shield generator buff too. Way I see it, it could go two ways. Very durable, bigger radius and long lasting maybe even applying stun to enemies who walk through it (right now I always seem to get flushed out by berserkers). This would make it better for locking down areas like extraction and objectives.
    Or
    Reduce its cooldown and call in time significantly, so it’s a quick tactical shelter allowing you to stim, reload a support weapon, line up a shot on a heavy, or check your map. Maybe a stun effect here would be cool as well make it useful against bugs.
    Right now it kinda does neither, not lasting long enough to take advantage of a favorable position, and taking too long to call in to be throwing it while on the run from enemies.

  • @radium6962
    @radium6962 3 місяці тому +2

    I had a list of guard dog changes.
    You know the mortar sentry upgrade that targets what you mark? Add that to the ballistic guard dog and give it medium pen.
    Dog breath is your support crowd control option, The Rover is your infinite ammo powerful chaff clear, and the ballistic your medium focused one with more punch for limited supply and breaks to reload.

  • @cantcatchfoolz
    @cantcatchfoolz 2 місяці тому +1

    Buff: Orbital Rain cannon does %9000 more damage

  • @9unslin9er
    @9unslin9er 3 місяці тому +2

    What they wanted was for Purifier to function like Mega Man's buster cannon or Samus Aran's arm cannon. Weak pulsated shots, and a crazy charge shot. Let's hope the next buff gets it to where it needs to be. At full charge it should have the AOE of Qasar, just with lower armor pen.
    And speaking of Qasar, they need to reduce cooldown back to 5 seconds like it was at launch. It's not viable right now compared to RR, Spear, or EAT.

  • @Teefer-dm3wf
    @Teefer-dm3wf 3 місяці тому +11

    make the knife able to be carried in as just another slot, so you can still have grenades.

    • @legionofful
      @legionofful 3 місяці тому

      And it can be thrown with the melee button

  • @aarepelaa1142
    @aarepelaa1142 3 місяці тому +2

    The railcannon strike would be good if the cooldown was like 150 secs, like it kinda makes no sense when Eexpendable anti tank can easily kill 2 bile titans and it has only a 70 second cooldown. But if the cooldown was the same as precision strike why even take it anymore?

  • @Alsborg
    @Alsborg 3 місяці тому +11

    Liberator:
    - Drag Factor (Better Handling): Increased from 30% to 50%.
    Liberator Carbine:
    - Added Bayonet. Increase Melee Attack Range and +50% Damage.
    Diligence
    - Increased Damage from 165 to 185.
    - Increased Durable from 45 to 60.

  • @JosieGangOG
    @JosieGangOG 2 місяці тому

    I main the concussive whenever I run the golden eagle armor and it’s actually super fun and strong when running with a team of 4 you can manage small to medium ads while your team cleans up and deals with larger enemies

  • @rarecomment3639
    @rarecomment3639 3 місяці тому +3

    Good points in your video, I hope the devs make these changes one day

  • @mariotomazzoni6523
    @mariotomazzoni6523 3 місяці тому

    All the Guard Dogs should get a Recall/Release function triggered by the "use backpack function" key already in the game for the Supply Backpack. Players could recall the Guard Dog if they want to sneak around enemies, and release it again later.

  • @Potataro454
    @Potataro454 3 місяці тому

    I think the jetpack could be more like the dark matter canister by giving it an "overcharge" mechanic. Once it charges back up to full, it could slowly start overcharging (maybe the lights on the side start going from red, to yellow, to purple.) If you don't use it long enough, you'll get the dark matter jump and AoE.

  • @FazeParticles
    @FazeParticles 3 місяці тому +4

    Orbital laser needs an overhaul. Just unlock the damn thing from 3 uses.

    • @funpolice938
      @funpolice938  3 місяці тому +1

      I honestly sorta like it as a limited use "hand of god" option but it just needs to be way more powerful in that regard.

    • @Ninjataz
      @Ninjataz 3 місяці тому

      @@funpolice938I agree tho they do have a point or at least remove the shared charges so if multiple people choose it which does happen it doesn’t cause bad manners

    • @Ninjataz
      @Ninjataz 3 місяці тому

      @@funpolice938if they’ve already did this or something similar in the past then I don’t know haven’t kept up that much until this big update

  • @Ghillie714
    @Ghillie714 3 місяці тому +1

    This was a solid vid.
    I’d love for the Sterilizer to leave a smaller cloud similar to the gas grenade.
    That is if you spray enough gas in an area. Because I love using a Hazmat load out.

  • @qwertyq2884
    @qwertyq2884 2 місяці тому

    Oribital Railcannon Strike has no reason being on a 3 minute cooldown when people can spam up 6 Bile Titan oneshot rockets with EAT by the time it comes back up

  • @deanrantz1112
    @deanrantz1112 3 місяці тому

    I'm still trying to figure out what *balancing* means (in this game) Have there been complaints from the Bug and Bot 'communities' ?

  • @foxepunz4849
    @foxepunz4849 2 місяці тому

    lower the damage on the concussive liberator by like half, raise the firerate a TON and give medium pen, so you can spray wildly and stun lots of enemies at once

  • @StarLordX448
    @StarLordX448 2 місяці тому

    The orbital laser can kill a factory strider eirh one use currently. I think a much fairer buff is to remove the 3 uses limit.

  • @mariotomazzoni6523
    @mariotomazzoni6523 3 місяці тому

    IMHO the non-impact grenades should get a greater outer radius to cover a wider area, that would be great for hit and run tactics or as first strike weapon. Increasing the armor penetration for the inner radius of the high explosive grenade from 4 to 5 would make it more effective against Hulks & Chargers than the impact grenade. BTW: if your loadout contains an EMS mortar or EMS orbital strike a buffed high explosive would be very effective.

  • @magicstick9922
    @magicstick9922 2 місяці тому

    The laser should fs have no limited uses and am equal or shorter recharge than the barrages, as for the rail cannon strike give it the same cooldown as the precision. It can only kill one target at a time

  • @johannhawk8471
    @johannhawk8471 3 місяці тому

    with the philosophy of every stratagem being liable to hurt the helldivers as much as it hurts the enemies i don't think they'd give an IFF to the mines.
    I believe the devs wanted to implement a better pressure plate for the anti-tank mine so it only triggers on sufficiently heavy units just like how some IRL anti-tank mines work(in the leaked builds it only triggered when you stepped *off*) but for some reason didn't manage to carry that out.
    What the mines definitely do need is to stop becoming invisible to the helldivers that didn't place them.

  • @mariotomazzoni6523
    @mariotomazzoni6523 3 місяці тому

    IMHO the Liberator needs a little DMG buff (70->75 or 80, the same or above as the defender SMG, same DMG increase of 5 or 10 should used for Tenderizer and Adjudicator) and the same rpm as the Stalwart (640 -> 850). The other Liberators should also get a increase in rpm (700 for Penetrator and Concussive, 1150 for the Carbine, as in the limits of the Stalwart) to give mag dumps higher DPS. Higher rpms makes full auto less controllable, but the Liberators can also switch to burst or semi auto if the player needs it on longer ranges.
    At the moment the Liberators are on an odd balance:
    They do a lot more DPS than the energy rifles but run out of ammo and have higher recoil.
    Some SMGs do more dmg per shoot (do more one shoot kills) or have higher rpm (dps) or better stagger. They can used one handed to shoot back while running away and to carry a balistic shield or a mission objective.
    Shotguns have a higher DPS or better stagger or additional effect like setting enemies on fire. The Breaker Indicary and Cookout can be used to spray enemies hordes at long range and watch them burn to death before the can reach the player, making that weapons in a wierd way better at small enemies at long range than the assault rifles.
    Im not quite sure if higher DPS in mag dump situations would make the Liberators weak points (no unlimited ammo, two handed, ect) less bad, but IMHO the devs should give it a try.

  • @RiceCubeTech
    @RiceCubeTech 3 місяці тому

    No to the purifier automatically shooting. Or at least having a toggle for it Sometimes it’s nice to charge and wait for a bot to go by then shoot it.
    Having more control over your weapons is better.
    IMO the trade off for the charge time over the PP and the scorcher should be the ability to destroy fabs and bug holes. With a doubling in explosive damage.

  • @Tatominator
    @Tatominator 3 місяці тому

    I disagree on the purifier, change with how they talked about it. I was under the assumption that you'd be able to either super overcharge a shell or of consume multiple a ammo, and basically fire an overpowered pellet but be able let off at any time

  • @dekeaustin
    @dekeaustin 3 місяці тому

    I feel like the concussive definitely needs more damage or something. It's still not quite there.

  • @pawezabierek5177
    @pawezabierek5177 3 місяці тому

    Sickle definitely needs buffs but only slight since even now its just almost the best AR. Maybe something like this:
    +5 dmg
    +10 durable damage
    Slightly icreased "mag" capacity or faster cooling or chaneged cooling so it instantly starts to cool after you stop shooting.

  • @PikaPilot
    @PikaPilot 2 місяці тому

    lib conc needs the damage to back up its knockback. Give it back the 30 bullet mag, double the damage, keep the same slow fire rate. Slow fire rate + high stagger & damage is its new identity
    I say we put the drum mag on the lib pen. low damage, AP3, standard fire rate. But its combo of AP3 sustain is its new identity. otherwise, its just too similar to the Judy

  • @themelon_1785
    @themelon_1785 3 місяці тому +7

    I always play jumppack on bots, and i dont think the change to make it the dark matter jumppack is a good idea, specifically for a botdiver like me
    Whenever I jump, enemies from everywhere have the opportunity to snipe me, this would just get even worse if the jump pack jumps higher
    I wouldn't mind if it jumped further horizontally, but what i think should be done is to give the jumppack 2 charges and/or shorten the jump recharge by 30-50%
    Jumping higher would just be a death sentence on bots, Ive died to a mid-air snipe from tanks, turrets, hulks etc etc multiple times, allowing more jumps would be a buff to jumppack on both bots & bugs, so i think that should be the route they take

    • @Arkondak1
      @Arkondak1 3 місяці тому +2

      It would be better with a capacity of two jumps, or the ability to hold down the button to keep the thruter running for like 1/2 second after jumping giving you the capacity to double jump or jump higher if needed so long as you let it charge long enough

    • @lwdrd
      @lwdrd 3 місяці тому

      Perhaps they could rework it a bit, give it 2 charges and if you tap it, it jumps like normally, hold it down and you jump way higher but takes longer to recharge

  • @luckguardian
    @luckguardian 3 місяці тому

    Sterilizer I would love if it had more range and if the gas debuff lasted longer right now you almost have to be actively shooting it and using ammo to make a good effect in a horde

  • @Furnace2552-cz8iy
    @Furnace2552-cz8iy 3 місяці тому +4

    Disappointed to not see the 110 mm in this list, it has always been lack luster compared to the 500 KG which sucks since it has none of the add clear and only 1 more use per rearm. I thing 3 110mm should have the same damage as 2 500KG so they're useful against striders.

    • @abuthur858
      @abuthur858 3 місяці тому

      The 110 is more akin to the railcannon strike but only does half the job. Imo you're supposed to use it to get it almost dead then finish whatever heavy unit is there off with other tools.

    • @konigstiger8518
      @konigstiger8518 3 місяці тому

      @@abuthur858 yeah but why do that, when i can bring something that will actually kill, waste of a slot lmao

    • @abuthur858
      @abuthur858 3 місяці тому

      @konigstiger8518 Cause you have more eagle uses with it than others. So if you brought 500 kg that guarantees you(most of the time) a guaranteed kill on whatever you're trying to kill twice before it has to go on cooldown. But with the 110 then you can kill 3 large targets with the same cooldown so long as you brought consistent tools for doing the rest of the damage. Most often that would be paired with one of the more middle of the road weapons like an autocannon, railgun, or amr which struggle to take care of stronger targets on their own sometimes and the 110 is just enough to push it over the edge to feel comfortable with those large targets.
      At the end of the day it's up to personal preference though and I find myself using the 500 more often than the 110 anyway. It could use a bit of a buff.

    • @Furnace2552-cz8iy
      @Furnace2552-cz8iy 3 місяці тому

      @@abuthur858 The problem is that it takes 2 500s (1 rearm) to kill a strider but 6 110s (2 rearms and more time). On top of that the 500s can take out groups where the 110s can't. There's not a single scenario where the 110s come out on top of the 500s because your standard elites can be taken out very easily with anti-tank stratagem weapons.

    • @abuthur858
      @abuthur858 3 місяці тому

      @Furnace2552-cz8iy that makes sense. How many does it take to take out the cannon on top? If you're not running dedicated weapondry I can see disabling a factory strider to be a useful counterpoint instead of trying to outright kill it.
      I also think it has more uses against bugs cause it can pretty consistently break the armor of both bile titans and chargers which could give it more use than the 500 for what you need it for.

  • @LD-sx9pr
    @LD-sx9pr 3 місяці тому

    Make the concussive stun hive guards too, since they are either a lot or HGs or Hunters because of mission seeds

  • @thomaslewis8804
    @thomaslewis8804 3 місяці тому

    Tbh railcannon should just target multiple enemies so that it steps even further into that Anti-Tank role.

  • @woriw2531
    @woriw2531 3 місяці тому

    Orbital railgun just needs a cooldown reduction. It already onetaps every enemy in the game except factory striders, and if they were to one shot them, it would've been boring

  • @mr.teebee3665
    @mr.teebee3665 3 місяці тому

    I disagree with the OPS, but only because I have a different idea. Give it 2 or 3 uses before entering a 100 second cooldown, similar to an Eagle rearm. Turn it into a dual or triple battery rather than a single. Keep all other stats the same. This would bring it more in line with the dev’s original intent of being a structure killer, and also allow it a little more utility to put it in line with its adopted intent of a heavy killer.
    I would like to see a change to the Eagle rockets. Remove the targeting entirely, but add a in universe equivalent to an AGM Maverick. Turn the rockets into a very fast area denial. Increase explosion radius, increase impact damage and explosion damage, double the rocket amount, keep durable damage the same, but make it more of a utility rather than a mostly forgotten and overlooked stratagem. Though I think it’s underrated in its current state, it doesn’t provide anything special other than damage.
    Maverick equivalent would be similar to a Spear shot. Single target, single missile, very high damage, very high durable damage, but not as much explosive damage. It’s a precise, targeted shot so there’s no reason to give it a large radius either.

  • @FlerdaMan
    @FlerdaMan 2 місяці тому

    Honestly I agreed with everything you had except for the breaker incendiary I’d rather increase dmg and mag count while reducing round count over all 13 round stick mags 8 mags total

  • @K_Balu
    @K_Balu 3 місяці тому

    Liberator: Replace standard 45 round PMAGs with a 60 round SureFire style extended magazine and reduce overall mags to 7, increase RPM to 700.
    Liberator Penetrator: Replace its 30 round short mags with the 45 round standard PMAGs and reduce overall mags to 8, increase rate of fire to 700.
    Liberator Concussive: Increase ammo capacity of the drum mag from 60 to 75 rounds, increase RPM to 350, give its explosion its own damage, like on Scorcher or Eruptor, at least 50 to 80 damage.
    Liberator Carbine: Reduce damage to 65, makes no sense for it to have the same damage as the Liberator, replace the standard 45 round mags for a 75 round magpul style magazine and reduce overall mags to 6, reduce RPM to 900, that way it could be slightly more controlable and increase the longevity of the drum mag even if by a fraction, while keeping a still high RPM, plus just the number 900 have a nicer sound to it.
    Adjudicator: Increase mag size to 35 and increase overall mags by 1, increase durable damage to 25-30, increase RPM to 600.
    Tenderizer: Increase damage to 100.

  • @kiro-fo9qg
    @kiro-fo9qg 3 місяці тому

    I think if concussive felt like pummeler prenerf it would be in a better state.

  • @demonicdude1328
    @demonicdude1328 3 місяці тому +2

    They need to fix precision strike, I miss being able to kill heavys with it

    • @konigstiger8518
      @konigstiger8518 3 місяці тому +1

      So real, went from my favorite stratagem, to my least used.

  • @mariotomazzoni6523
    @mariotomazzoni6523 3 місяці тому

    The Liberator Penetrator is a good weapon to eliminate low health enemies with armor value 2 or 3 by using aimed semi automatic or burst fire.
    The problem is that there are no such enemies in the game. Most enemies have either armor value 1 and low health or armor level 2 & 3 and large health and/or additional damage reduction.
    For example:
    The Hive Guards head has an armor value of 3 and 175 health, so the Liberator Penetrator and Adjudicator only deal only 65% damage and 5 - 4 headshoots are needed for a kill.
    The Brood Commanders head has an armor value of 2 and 200 health, so Liberator Penetrator and Adjudicator should deal 100%, but the head has also had durable 60%, so only 40% of the standard damage is dealed and 60% of the durable damage. Thats 33 dmg for the Penetrator and 41 dmg for the Adjudicator, or 6 - 5 headshoots.
    So there is literally no reason to use anything else than full auto and magdump on that enemies.
    Without nerfing the durable damage of the Brood Commander heads and the health of the Hive Guards head the Liberator Penetrator isn't much better than the standard Liberator (that has more ammo and can still damage the body parts with armor value 1 & 2 of both enemies). The Adjudicator has still the higher dmg, making it possible to oneshoot more of the armor value 1 & 2 enemies.
    IMHO the Liberator Penetrator needs a least slight damage buff to be able to oneshoot Scavengers (the weakes enemy in the game) and rip of arms of Automaton Troopers and Hunters. 65 damage like the Liberator Concussive should be enough (same for the Redeemer Auto Pistol). A slight increase in ammo should be done too, like a 36 or 39 round mag to set it appart from the Adjudicator. Adjudicator does 80 dmg with 30 round mag = 2400 dmg per mag, 65 dmg 36 rounds would just below, 39 rounds just above 2400 dmg per mag. Stagger should also be increased to the level of the standard Liberator so the same enemies can be staggerd, and recoil should be reduced also to the same level make landing aimed shoots in semi auto or burst fire easier.
    Increasing the damage of the Penetrator to 70, the damage of the Standard Liberator to 75 - 80 and the Adjudicator to 85 - 90 and the Tenderizer to 100 would be even better.
    Even with this changes nerfs to Hive Guards & Brood Commanders head will still be needed so that a 3 round burst with all bullets hitting the head is a one shoot kill.

  • @in3rtia982
    @in3rtia982 3 місяці тому

    Yo if they upped the rpm for the liberator incendiary it would be a beast on the battlefield maybe the closest thing to a bolter besides the dominator.

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому

      What the hell is a liberator incendiary?

  • @JapashFN
    @JapashFN 3 місяці тому

    I agree with most of these except the orbital laser. I don't think it needs more damage. Instead I would just remove the use limit.

  • @Ifyoucanreadthisgooglebroke
    @Ifyoucanreadthisgooglebroke 3 місяці тому

    I will beat this drum until they fix it somehow: Eagles should not share rearm cooldown, unless a mechanic to make premature rearming an interesting choice is added. (and no, 10% reduced from that useless ship upgrade doesn't cut it)

  • @TheNightOwlKS
    @TheNightOwlKS 3 місяці тому

    Personally, here's a few changes I'd make:
    Adjudicator: +20 damage, - 20 recoil, stagger increase to be on par with or just below Diligence, add 3 Round Burst mode. Turns it into a Medium AP Tenderizer.
    Sickle: Remove recoil, increase damage to 65, slight stagger increase, add faster cooldown buff other laser weapons have received, revert magazine nerf.
    Blitzer: Increase range by 5-10 meters
    Grenade Pistol: Always detonates on impact, no longer bounces off or around.
    Verdict: Make it Medium AP
    Quasar Cannon: Remove Cooldown Nerf
    Guard Dog: Option to replace Liberator with Pen, Carbine, or Concussive versions.
    Jump Pack: Faster cooldown between jumps, jump height & distance on par with the Dark Fluid Pack from the Meridia Dark Fluid missions.
    Shield Generator Pack: 25% increased durability. Faster shield regen, doesn't need to break before regen starts, requires 5 seconds of no shield damage to start regen.
    Ballistic Shield: 25% increased durability, reduce cooldown to be on par with EAT-17.
    Shield Generator Relay: 25% increased durability
    Most orbital & defensive strategems: Reduce cooldowns to 4 minutes or under.

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому

      Honestly any issues with the adjudicator recoil dissapear when you just simply have any armor set with - 30% recoil.

    • @TheNightOwlKS
      @TheNightOwlKS 3 місяці тому

      @@aarepelaa1142 But why take it over the Liberator Penetrator in its current state? Lib Pen has more rounds per mag, less recoil, faster rate of fire, & not much of a damage difference. The point I was making was that it needs to set apart from the Liberator Penetrator to function as a mid point between an assault rifle & a marksman rifle so that it's a jack of all trades kind of rifle without being too powerful or too uncontrollable. You could remove the full auto function & replace it with the 3 round burst fire to fit that role.

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому

      @@TheNightOwlKS idk I full auto bugs from 30-50 meters just fine while crouching. Maybe you're just not taking advantage of being further away and using the recoil reduction mechanics. Also the recoil stops going up after a few shots.

    • @TheNightOwlKS
      @TheNightOwlKS 3 місяці тому

      @@aarepelaa1142 Forget bugs. I use nothing but the Blitzer against bugs anyways. The Adjudicator needs the buff to be better against bots. Too many of the weapons are tailored to be effective against the bugs, but there's not enough weapons tailored to effective against the bots.

    • @aarepelaa1142
      @aarepelaa1142 3 місяці тому

      @@TheNightOwlKS well yeah trying to hit a devastator head full auto is kinda impossible on most weapons anyway, only exception is probably the schythe or something that fires very slowly.

  • @arthurcallahan4735
    @arthurcallahan4735 3 місяці тому

    Starship trooper standard rifle: 60rnd mag 7.62x51 ap
    Helldivers standard rifle: 45rn mag 5.56 light ap, and had a bayonet in HD1
    I think the liberator should have a mag increase and the lib penetrator should have more damage and an energy bayonet
    (Makes no sense to have less damage with ap and with a longer barrel which would give the bullets more muzzle velocity)
    All liberators should have 12 mags just like the first game. and all shotguns with stick mags should be 8 and drum mags should be 6 just like the first game.

  • @CruelAndEffectiveTeacher
    @CruelAndEffectiveTeacher 3 місяці тому

    I still want to be able to fly with the jetpack and have to refill it.

  • @FurryEskimo
    @FurryEskimo 3 місяці тому

    4:12
    I actually prefer the slower firing speed. I burn through magazines less quickly. The weapon’s ability to kill is definitely lacking, but I use it to make enemies get away from me, then use a stronger weapon against them, like a grenade launcher.

  • @mernyr
    @mernyr 3 місяці тому +1

    The sickle feels weak compared to the scythe now. I’d rather it have increased heat sinks and improved cooling and longer bursts before it overheats. I think the energy rifles should be weaker but maybe variable power setting where you could gain damage for a slower ROF and quicker heat up or a low power mode where it can fire near indefinitely but trades off a decent bit of damage, gets a higher ROF, and as it builds heat it will become less accurate but won’t eject the heat sink once overheated.
    I will say, they should just give the dog breath and guard dog infinite ammo and just make the reload the balancing factor. Drop realism in favor of fun. Besides both of them waste ammo on targets that aren’t a priority or in the normal guard dog’s case, enemies it can’t damage to begin with. That and tweak their targeting so they focus on enemies closest to the player.

  • @zuccsucc476
    @zuccsucc476 3 місяці тому

    I think the concussive should get a higher fire rate or a stronger concussive effect
    Breaker spray and pray has wayyy better handling than the dominator

  • @AlexisTremblayMarchand
    @AlexisTremblayMarchand 3 місяці тому

    The liberator will get killed by its penetrating variant because it does 65% damage against same armor lvl lowering the damage to around 50 and the penetrator has full damage 60 and the medium armor penetration it basicaly will just be a straight upgrade in all but recoil

  • @seipher_8334
    @seipher_8334 3 місяці тому +3

    How about this......HELMET MODIFICATIONS!!!!

  • @tymera
    @tymera 3 місяці тому

    15:58 Having a powerful melee would be wicked

  • @Anonymus553
    @Anonymus553 3 місяці тому

    what is the difference between AR and SMG?
    they need to create some difference. SMG need to have more damage to allow it to be better at medium-close range and AR whould be better for long range.

    • @funpolice938
      @funpolice938  3 місяці тому

      That actually is somewhat in game already as the ballistics of ARs retain better damage at longer ranges. In practice it isn't that noticeable but there is something along those lines in game

  • @abuthur858
    @abuthur858 3 місяці тому

    Tbh i think the airburst needs way more than what it has right now. It has the longest reload time in the game and you cant stage it like the recoiless and its just a worse option than the grenade launcher in every single scenario except for really far targets. It should kill every small unit i aim it at. I hate shooting it at a poi just to see one dude call in a drop or a breach because the airburst only partially damaged one straggler. If id have chucked 3 or 4 grenades from the gl then it wouldnt have happened.
    Not to mention since you have to be at such a far distance to use it effectively you sometimes cant even get a good layout of where all the enemies are in the first place.
    Its just not good where its at right now and needs real changes to be viable over literally anything else which are more effective at their jobs.

  • @frgtthename
    @frgtthename 3 місяці тому +1

    i still don't think purifier would be good enough to prefer it over anything (especially crossbow)

    • @funpolice938
      @funpolice938  3 місяці тому +3

      In terms of it's performance it's pretty close to the plasma punisher which is a pretty fine weapon. Like I said in the video the big thing I believe is just that the purifier feels bad to use so whatever change fixes that would solve the problems with it

  • @Xenotork
    @Xenotork 3 місяці тому

    I feel that the 380 is still too inconsistent at demolishing and killing much of anything in it's radius. It's aoe range and damage should be increased to fill in the space between the shells more effectively. i've thrown this at large facilities multiple times, and usually only 2-3 shells actually kill or destroy anything through it's lifetime.

  • @demonofwar1155
    @demonofwar1155 3 місяці тому

    To be honest the penetrator I'm doing pretty good with I bring it both bot and bug front and I use them both on super helldive difficulty

  • @absoluteandrew398
    @absoluteandrew398 3 місяці тому

    Make Helldiver armor work again 🗣️ we were already glass before the patch, but we wanted to be glass cannons. The nerf to our armor made us paper cannons and heavy armor is no longer being used.

  • @medgarcarr5584
    @medgarcarr5584 3 місяці тому

    I mean we're fighting giant bugs and robots with ars smgs and just regular old human to human weaponry

  • @acenine8149
    @acenine8149 3 місяці тому

    I think the ARs just need another damage buff across the board. In order of damage:
    Lib Conc: 90
    Lib: 100
    Lib Carb: 100
    Lib Pen: 110
    Tenderizer: 120
    Adjudicator: 130
    I think you can maybe add or subtract a 10 but the rifles should do progressively more damage.

    • @Kharloz007
      @Kharloz007 3 місяці тому

      Stop balancing the normal liberator to be on par of the variants.
      -Lib Pen: same stats as liberator + mid armor penetrantion
      -Lib Concusive: same stats as liberator + high stager
      -Lib Carbine: same stats as liberator + better rate of fire (and one handed)
      It should be treated as basic equipment and discarded as soon as possible.

    • @acenine8149
      @acenine8149 3 місяці тому +1

      @@Kharloz007 Why purposefully balance a game so that some weapons are not worth taking? That is shooting yourself in the foot and needlessly limiting the content in your game. Making the other variants better in every possible way over the base is not balancing at all.

    • @Kharloz007
      @Kharloz007 3 місяці тому

      @@acenine8149 I just meant the liberator, but I wrote that last sentence poorly.
      "Basic Liberator should be treated as initial equipment and discarded as soon as possible."
      The variants will always feel, and fall out of the meta because they are not a total upgrade from the basic version
      In the narrative the better equipment is reserved for the best helldivers (I. E. General Brasch personal shield)

  • @peytonphillips5502
    @peytonphillips5502 3 місяці тому

    Yo shout out incendiary breaker for taking a nerf sledge hammer to the knees in order to get the game back on track and be fun again. He’s my dog for life now fr

  • @fpteamkvitka6223
    @fpteamkvitka6223 3 місяці тому

    Mines triggering on helldivers is one of the cases where it really should stay. I'm not a proprietor of "Realism is important", but this is the thing that really should stay, ASIDE from anti tank. Anti tank should not trigger on light enemies or helldivers, how real AT would work. That would give them a better utility and uniqueness. But normal mines should really be made viable some other way. Not being able to go wherever you threw them is not a problem, it's an aspect of the stratagem you should work around just like, say, orbital barrages

  • @ObliviousNaga
    @ObliviousNaga 3 місяці тому

    So rebalance the IB back to what is used to be on release

  • @beakedbossgaming3200
    @beakedbossgaming3200 3 місяці тому

    arrow proceeding to follow up all the good news with nerfs is pretty sad still

  • @justanotheropossumchannel
    @justanotheropossumchannel 3 місяці тому

    All of the buffs everyone wants would be fixed if theyd bring back research points.

  • @Zane12ai
    @Zane12ai 3 місяці тому +1

    I hope that laser in the thumbnail is clickbait, that thing is the god-tier go to weapon for bots. It serves its place in your asinal as "The Solution" It's just like how you don't bring the ballistic shield to fight bugs, or an eagle napalm strike against the bots.

    • @QuadraticBajeena
      @QuadraticBajeena 3 місяці тому +1

      He also says the OPS needs a buff. They buffed that shit to the moon last time lol

    • @tymera
      @tymera 3 місяці тому

      You should have more of them :3

    • @funpolice938
      @funpolice938  3 місяці тому

      As said in the video the laser did get a big buff in the patch but heavy enemies got even larger health buffs so it ends up getting stuck on things like bile titans and factory striders for extended periods which limits it's impact. Combined with it being only 3 uses per mission and you honestly are better off with like orbital napalm or the 380mm barrage.

    • @funpolice938
      @funpolice938  3 місяці тому

      @@QuadraticBajeena OPS was really good no doubt but the changes to heavy enemy HP has made it unable to kill most of them now. It's actually not that great compared to pre patch.

    • @Zane12ai
      @Zane12ai 3 місяці тому

      Counterpoint, it’s not suppose to deal with those Knockoff ATAT’s. It’s meant to give you instant support against an otherwise unwindable position, INCLUDING destroying high threat structures like bunkers and beacons, and in general clearing out an area you need gone. It’s a stress reducer, slowing you to focus on the smaller troops
      Not really meant to be an ultimate weapon that does everything, that’s what the 500 and the new and improved recoiless are for

  • @FurryEskimo
    @FurryEskimo 3 місяці тому +1

    Just my two cents as a hell divers one veteran, a lot of the weapons people currently claim are underpowered, are not intended to be used against the bugs or bots. Lower powered weapons that have high rate of fire are useful against the illuminate.

  • @garrettrachford472
    @garrettrachford472 3 місяці тому

    Not really even sure what they could do with the ARs to make them feel like a decent pick tbh. Anything without medium pen or fire damage or explosive just feels bad to use.

  • @tedarcher9120
    @tedarcher9120 3 місяці тому

    Anti-tank mines should not trigger on helldivers but anti-personnel should not oneshot

    • @Ninjataz
      @Ninjataz 3 місяці тому

      True tho it fits super earths lack of care for your life as irl anti tank unless defective can only be set of by infantry if it’s 1 trapped 2 your a big guy playing hopscotch on it

  • @zenoohshit5498
    @zenoohshit5498 3 місяці тому

    Damn, am I the only one who’s been enjoying the concussive?

  • @tedarcher9120
    @tedarcher9120 3 місяці тому

    We need melee sidearms like chainawords and hammers.

  • @sei_asagiri
    @sei_asagiri 3 місяці тому +2

    Liberator concussive has around 3x less dps than liberator now, its genuinely horrible, i would rather use the secondary smg with supply pack over it. It needs more damage, plain and simple. The breaker does what it does already, but with more dps and even more stagger.
    Liberator penetrator currently is just a liberator that can do less damage but deal with medium armor, and its terrible at dealing with medium armor, especially when compared to the MG. It needs more damage to match the liberator, otherwise people will just use the liberator lol. Reducing the reserve mags and increasing the base mag size by 15 wont improve the gun in any meaningful way.
    Incin breaker doesn't need touched anymore imo, its pretty balanced the way it is now.
    Increasing the size of smoke grenades will do nothing since bots still shoot through smoke.

    • @AlexisTremblayMarchand
      @AlexisTremblayMarchand 3 місяці тому +1

      In case you didn't know having same penetration as the armor lowers it To 65% so the liberator does 45 damage and the liberator pen does full 60 against light armor

    • @sgtsaltstick2729
      @sgtsaltstick2729 3 місяці тому +1

      Dps don't mean shit if your targets can't advance.
      I love the liberator concussive. Although i wouldn't complain about an extra mag.

    • @sei_asagiri
      @sei_asagiri 3 місяці тому

      @@AlexisTremblayMarchand liberator pen is bad on both bots and bugs. literally no point in using it over the standard liberator.

    • @sei_asagiri
      @sei_asagiri 3 місяці тому

      @@sgtsaltstick2729 people like you are the reason why this game is so horribly unbalanced

    • @kylewanker
      @kylewanker 3 місяці тому

      @@sei_asagiri The weapon i think facilitates supporting your team rather than fragging, which is something that should be considered
      i took a concussive liberator on a DIFF 8 bug mission with my friend.
      He took the flamethrower
      by concussing enemies and keeping them in the flame area longer, the mission went very well and it was pretty easy! it was a slow advance or a slow retreat, and mixing in a few gas orbitals made short work of basically anything

  • @blakebrady9002
    @blakebrady9002 3 місяці тому

    You should submit the script to the feedback forum

  • @XanChew12
    @XanChew12 3 місяці тому

    The steriliser has a range of 46 meters

  • @thedog5k
    @thedog5k 3 місяці тому

    24:46
    Giga based. Arrowhead wants everything to be weak, and are really bad at relative balance. Some stratagems are absolute garbage.

  • @basedcringe9000
    @basedcringe9000 3 місяці тому

    ARs have literally no ammo on dif10, 45 round mags and 8-10 mags in reserve wouldn't even make them meta lmfao.

  • @tedarcher9120
    @tedarcher9120 3 місяці тому

    Throwing knives should be elecric and stun enemies

  • @t9xlive106
    @t9xlive106 3 місяці тому +2

    I’m most upset with the sterilizer. It needs a buff. Maybe duration increase at the minimum

  • @rafaeldeoliveiranobre6064
    @rafaeldeoliveiranobre6064 3 місяці тому

    No one remembers the adjudicator 😢

  • @elliotnemeth
    @elliotnemeth 3 місяці тому

    Meh, I think we should still be able to trigger the mines. Enemies are able to trigger theirs, and besides more often than not it's kinda funny

  • @redrum_bd1036
    @redrum_bd1036 3 місяці тому +2

    I agree with all of these except the railgun strike, giving it a 2 min CD would make it really powerful to the point that Spears would be a fair bit less viable, the rail gun strike is ment to be a “oh shit, I’m out of things to kill that tank, better hit it with my back up card,” kinda thing. Though it would be nice, support weapons still need viability.

    • @YankeeDoodleDipshit
      @YankeeDoodleDipshit 3 місяці тому

      If I’m taking a strat for that circumstance I’m taking the orbital precision, the insane cooldown for lackluster result of the railcannon has always irked me especially considering helldivers 1 had the cooldown at 30 seconds

    • @swift-pawedteif386
      @swift-pawedteif386 3 місяці тому +2

      The oh shit button takes up the same slot as anything else. It should be worth it like everything else.
      Also I’d change it to.
      Target 2-3 enemies and that’s pretty strong.

    • @redrum_bd1036
      @redrum_bd1036 3 місяці тому

      @@swift-pawedteif386 yea, targeting 2 enemy’s at a time, or hitting one then another would better for it’s identity

  • @bachtruongson9408
    @bachtruongson9408 3 місяці тому

    So much for the "Fun" Police

  • @peabrain6872
    @peabrain6872 3 місяці тому +1

    Also, great video

  • @serbe3416
    @serbe3416 3 місяці тому

    500kg bomb still cant kill a bilo titan and so its nothing than a air strike with less uses.
    Precision strike is the worst strategem in the gsme, it hits 1/20 times the target only for not killing him...

    • @williambutcher7429
      @williambutcher7429 3 місяці тому

      I think the 500 kg is very good for certain outposts. Also are you sure it can’t one shot a bile titan? I’m like 90% sure I’ve seen it happen before. It definitely works great for factory striders

    • @serbe3416
      @serbe3416 3 місяці тому

      @@williambutcher7429 i play only bugs

    • @williambutcher7429
      @williambutcher7429 3 місяці тому

      @@serbe3416 ah ok that makes sense. Well some of these stratagems are probably worse for bugs but have better upsides for bots

  • @Ng6HeavyWeaponsMann
    @Ng6HeavyWeaponsMann 2 місяці тому

    Well i guess someones internet needs to be upgraded it seems like

  • @Aheadmoth8
    @Aheadmoth8 3 місяці тому +1

    I feel like the Scorcher doesn't really have a solid niche right now, it doesn't work against bots anymore with the enclosed striders and its just inefficient and cumbersome against bugs. I feel like the Scorcher and the Purifier should pierce heavy armor so you can kind of melt off charger legs and such. I also think that the rovers should be able to be toggled on and off so they can cover you while youre reloading, say, a Machine Gun without worrying about he rovers reloading at the same time. I think buffing the Railcannon could be a problem because since it auto aims and insta-kills everything, I've never really like using it or my teammates using it because it just kinda deletes the fun heavy enemies with no skill or input from anyone. I think it should lose its auto-aim and turn it into a normal stratagem that hits where you throw it, but it should one shot literally everything, so theres at least some input from the player involved.

    • @sunnychiu3872
      @sunnychiu3872 3 місяці тому +3

      Railcannon with no autoaim is kinda pointless. Why not just take the Orbital precision strike or eagle 500 at that point? Both of those one shot everything. Plus it can't destroy stuctures afaik. And has a long cooldown.

  • @deku5803
    @deku5803 3 місяці тому

    This vid needs more traction

  • @leonsixt2744
    @leonsixt2744 3 місяці тому

    The Eruptor has the worst handling it is horrible

  • @Kharloz007
    @Kharloz007 3 місяці тому +1

    Stop balancing the normal liberator to be on par of the variants.
    -Lib Pen: same stats as liberator + mid armor penetrantion
    -Lib Concusive: same stats as liberator + high stager
    -Lib Carbine: same stats as liberator + better rate of fire (and one handed)
    It should be treated as basic equipment and discarded as soon as possible.

    • @jebosamvasjako
      @jebosamvasjako 3 місяці тому

      Same, but the developers think it's strong (they play level 5s)

  • @anthonymendez2293
    @anthonymendez2293 3 місяці тому

    Submit the link of this vid to there player feedback please lol

  • @Red-iu6wu
    @Red-iu6wu 3 місяці тому

    new standard? thats what people said they first time they did a massive buff patch then they went back to nerfs till people complained enough. AH dont know what they are doing