Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To be honest, as long as Arc weapons have that crawling speed attached to them while you are charging, many will find them undesirable. Three things may help them in that regard. First one is, increasing the speed (co-efficient) while charging. Second one is adding a mini-stun effect. Third one is having the charge-up mechanic a passive one, so the weapon builds-up charge on its own, and you just tap and release it. Etc... etc...
About the reason, I think it's somewhat hardcoded; as soon as the shield dudes start blocking, I think their frontal armor gets replaced by the shield armor. They can perhaps make it ignore all armor, but have it deal only anti-personnel damage (I think that's a damage type in the game) so it won't be blowing up IFVs and stuff. And yeah, it should work... if the shield is conductive :P
As for arc weapons themselves, they are not that bad. Certainly suited better for defence than offence, but they are one of the most effective wave clearers in the game and are amazing at killing bug and 12- difficulty cyborg patrolls in one shot. Moreover, they can't overheat and free up the stratagem slot usually needed for ammo. I consider them a high risk, high reward kind of weapons.
Ah very interesting that zaps can still damage Hulks. To be honest, as you might have expected, I gave up on Arc weapons altogether as I prefer mobility over pretty much anything.
I'm still trying Obliterator versus the Legions. but it has wildly varying degrees of success. Wish they acted like Hulks instead of having the armor applied to front at all times. But maybe a dev. thought about it and said "♥♥♥ it", making Arc vs Legions. somewhat useless.
I think it is a bug that made it past the QA before A New Hell released because even the devs and testers weren't using Arc weapons against Cyborgs.
Hopefully something that will get remedied in whatever patch they are able to do next.
Cyborgs were always the hardest enemy in this game. The new patrols just hammer that fact home that now on a cyborg world you are not going to be able to stealth your entire mission without distractor beacons, making that the new OP strat.
EDIT: Forgot to say the new 13+ difficulty on cyborg planets almost always end up being a constant retreating firefight which does bring a new feel to the game. Not sure how the devs will respond as far as patches and whatnot but do not expect anything else. Before Liberty Day they talked several times about how Helldivers won't be updated anymore so I consider the new difficulties and metal-storm machine gun a great gift to the community.
(I have yet to do a Cyborg 13 mission, so i'm curious, since my first reaction would be try to utilize the piercing capability of the Railgun)
It would seem you were right about the arc weapons not damaging shielded Hulks. It would seem that the Hulks lose their front armor value a bit before the animation of putting the shield away starts, that's why it looks like they are getting hit while blocking. It was my mistake and sorry for misinforming anyone.
You can see this during the Activate and Defend Launchpad objective in the following full mission gameplay video:
https://www.youtube.com/watch?v=W5BHSOR5HiA