HELLDIVERS™ 2

HELLDIVERS™ 2

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Zet395 Mar 24, 2024 @ 10:27pm
What would you buff, and how?
I'm not really good at socializing, but I wanna try and make a discussion out of this for the fun of it. So, what would you buff and how would you buff it? I'm gonna start with the things that bug me.

110m Rocket Barrage: I think this just needs a damage buff, honestly. I find it to be very underwhelming, and think it should help a lot more with targets that are considered heavy. I don't think it needs to be crazy, but I do think it should at least damage Chargers and heavier Autos a good bit, if not kill them altogether.

Strafing Run: My friend tells me constantly of the buffs for the Eagles in the first game, whereas you could upgrade them to make some strikes (this one included) have more fighters that come in for the strike. Perhaps there could be a ship upgrade in the future that'll do it, but that's how I would buff it. Either way, it is pretty good, but our goal is to make everything viable, right? If it's outclassed, just give it a tad bit of love.

Gas Strike: This is one of my favorite strats in the game, but at times, I do find myself wishing it had a bit more to offer. I love the EMS combo with it to camp breaches and whatnot, but I think... If I were to buff the gas, make it last a little longer, and make it slow enemies within the cloud radius, then you wouldn't need the EMS to bring it up to "I feel like this should be its default power" kind of tier.

Napalm Strike: Make the fire last longer and do a bit more damage. Area denial would be so good at holding down spots when you need to, and just like the gas, I feel like this could be so much more if it just got a LITTLE love. It doesn't need a complete insane buff, but it just needs a little bit of fixin'.

Energy Shield: I think it should last a lot longer. Whenever I seem to use it, I feel like it goes down by the time I actually feel like it's helping. Perhaps this is just me, but that's how it felt the few times I have used it. If you think otherwise, please, gimmie some tips, because I would love some.

Guard Dog: I'm talking about the one that shoots projectiles. Let's be real, nobody uses this one, because the laser Guard Dog outclasses it in every way. One of two things needs to happen, and I do hate saying this... Either, the laser needs to be limited like the projectile one, or the projectile one needs a BIG buff. It has to be one of those two. I don't think there is any middle-ground that can be found here. I, personally, don't like nerfing things in PvE stuff, so I would want the Guard Dog to be buffed, but I know it's gotta be between those two options. Either a glowup, or a nerf for the opposition.

SPEAR: I wanna love the Spear, but everything about it bugs me, compared to its competition. It has like half the ammo compared to the RR, and lacks the ease of use that the EAT holds. It's lockon is buggy, its damage is lacking for needing to lockon first, and I can't let people say "but it can also pick off enemy bases and stuff." The Autocannon can do that same thing, snipe them from further away, and basically never run out of ammo in comparison. What would I change? Eh... I don't need to mention the fix for the lockon, but excluding that... Give it more ammo and damage. There's no reason to use it over anything else to me, and that's a problem. Also, make the rocket go straight up and back down... That'd be cooler, and probably miss a lot less.

Minefields: I'm gonna hit both versions of this in one. The minefields. They do nothing but kill you and your team. Okay, memes aside, I do think they are very underwhelming. They can be avoided by the enemy, I have yet to see them instantly kill anything, aside from the smallest of bugs, and it has the same cooldown as a turret... Just use a turret? What would I change? Give it a minor damage buff, and drastically reduce its cooldown. Make it between 60 to 80 seconds. I can get more area denial out of the gas strike, and that has a cooldown of like 75 seconds. Mines need something.

Airburst: Now, hold on if you're about to say it's good. I too think this is good. However, I do not like the Airburst shooting 3 (or 4, I can't remember) times max for as long as a cooldown it has. Just nudge the cooldown down a bit.

Auto-turret: This one is simple. It's outclassed by the Gatling, so let them cover different grounds. Let the Gatling shred, but deplete ammo quick, and let the auto-turret have a LOT more ammo.

Rocket turret: Okay... This thing is absolutely trash. No reason at all to use it over something like the Autocannon Turret. Its damage is garbage, the blast radius is non-existent... What were the balance decisions behind this one? So, what would I change? Buff its blast radius and make it do more damage. Maybe not make it good against big enemies, but make it excel at crowd control. Like the Autocannon take out big stuff, and rockets handle crowds.

Liberator Penetrator: One of two things. Either give it a full-auto function or buff its damage. It does nothing good for you. The armor pen means nothing if you do no damage.

Both Marksman Rifles: I think the first one is okay, but I do think it could do a little more damage. The second one, however... Garbage. The mag size is so bad, that increased damage does nothing. If anything, it's basically the same gun DPS wise, I wanna say. I think either give it medium armor pen, or increase its damage by like 20 points more or something. You need SOME kind of compensation for such a small mag. Also, I'm unsure if it's just me, but nothing feels centered with ANY sniper in the game. It feels like the bullets more-often than not never hit the center of the crosshair, but rather to the sides or something.

Those are all of the things I can think of. Reply with stuff that you think could do with some love. Don't be too harsh on me if you disagree. I'm a flawed guy, and am bound to be wrong in some things. Correct me if you like, but I'm trying to be reasonable. Thank you anybody whom responds kindly.
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Showing 1-15 of 20 comments
wrywry Mar 24, 2024 @ 10:34pm 
diligence counter sniper is pretty bad, it has a pretty high per shot damage but its useless against anything armored, maybe give it liberator penetrator penetration and decrease damage slightly
Last edited by wrywry; Mar 24, 2024 @ 10:35pm
Aldain Mar 24, 2024 @ 10:35pm 
Can we please get the AMR's scope properly lined up? That's basically a bit want from me.
Zet395 Mar 24, 2024 @ 10:36pm 
Originally posted by Aldain:
Can we please get the AMR's scope properly lined up? That's basically a bit want from me.
I'm actually happy I'm not the only one that has the problem. I thought I might've been crazy.
Sparkles Mar 24, 2024 @ 10:36pm 
Double explosion radius of 500kg.

Dam thing needs it.
Zet395 Mar 24, 2024 @ 10:37pm 
Originally posted by ↓↑←↓↑→↓↑:
Double explosion radius of 500kg.

Dam thing needs it.
For a thing that looks like a mini hellbomb, yeah. I would love it to do more.
ImHelping Mar 24, 2024 @ 10:37pm 
UI polish and various interactions polish.

Which are problems for every equipment setup and playstyle.

Heal sound? too bad didn't count. Heal sound meaning it worked is for darksouls not helldivers 2.

Always accessible Mission type and debuff modifiers? Sorry kid that is for AAAAAAA studio games poor indie team can't afford to let you see those reinforcing a mission.

Booster picks... working reinforcing? ♥♥♥♥ off with that radar on a team with no radar booster, you pick nothing at all or thank god we let you pick the stamina one.

Now excuse me I need to pray that T-posing from picking up a mission objective does not glitch out my gun to not fire until I Swap to my pistol and back again.
Last edited by ImHelping; Mar 24, 2024 @ 10:38pm
Wolfguarde Mar 24, 2024 @ 10:53pm 
I'd completely rework the sniper rifles. AMRs should be able to pierce literally anything. It's what they're made for. Normal sniper rifles should have superior range, penetration, and accuracy; high-end snipers should be able to pierce and/or strip medium armour, while low-end snipers should be at the uppermost range of light penetration. To counter the incredible advantages this provides, I would limit rate of fire severely so they are only viable as long-range weapons. High-end snipers would have low mag size and/or be bolt-action fire. Low-end snipers would trade range and penetration/damage for faster rate of fire and higher mag size, perhaps being a 2-tap at medium range and 3 at long. High-end snipers can then reward accuracy with one shot headshot kills on rank and file, 2-3 shot weakspot kills on armoured mobs, and/or 2-shot armour strip/one shot weakspot kills on armoured mobs.

This allows scout loadouts to flourish fully in their niche as more than a means of leading off swarms of enemies, and makes stealth play significantly more viable. Currently, if you want to clean up a POI without aggroing anything, the only option I've found that's really viable is the AMR. I feel like that niche should be the entire sniper category, with the AMR being the big game hunting gun of the niche. The one that goes straight through armour for oneshot kills if you get your positioning right on chargers, and the one you pull out when you're ready to kill a titan, but don't have any orbitals off-CD to do with it.
Queltis Mar 24, 2024 @ 11:18pm 
1) I’d fix the scoped weapons so their reticules line up correctly.

2) I’d give the guard dog a penetrator instead of a standard liberator and the ability to restock from ammo pick ups.

3) Beam weapons would increase damage exponentially the longer it’s on a target, and given armour melting (reduce armour class by 1; maximum of 1 level) capabilities if it stays on a target for more than half a coil’s worth of charge. Starting damage would be low.
Chaos Mar 24, 2024 @ 11:22pm 
Rework all orbital CD to be 180 second top.
I don't understand how a plane that need to fly back to the ship, rearm then fly back to you can be done faster than reloading a cannon right on the ship.

Many orbitals in the game are interesting but fall short of their eagle counter part every time.
Last edited by Chaos; Mar 24, 2024 @ 11:24pm
Zet395 Mar 24, 2024 @ 11:22pm 
Originally posted by Queltis:
1) I’d fix the scoped weapons so their reticules line up correctly.

2) I’d give the guard dog a penetrator instead of a standard liberator and the ability to restock from ammo pick ups.

3) Beam weapons would increase damage exponentially the longer it’s on a target, and given armour melting (reduce armour class by 1; maximum of 1 level) capabilities if it stays on a target for more than half a coil’s worth of charge. Starting damage would be low.
Beam weapons definitely could use a bit of tuning. I didn't even think about that.
Zet395 Mar 24, 2024 @ 11:25pm 
Originally posted by Chaos:
Rework all orbital CD to be 180 top.
I don't understand how a plane that need to fly back to the ship, rearm then fly back to you can be done faster than reloading a cannon right on the ship.
I think that's fair, too. I honestly don't think anything should take longer than 180.
shadain597 Mar 24, 2024 @ 11:28pm 
I'll toss the ballistic shield into the ring. Aside from bugfixes, it should make you darn near immune to damage from the front (or back, depending on where it is).
Kaylie Rayne Mar 24, 2024 @ 11:34pm 
the Spear for sure. Im with you in I want to love it and use it more. When it works it works great, the range and stopping power. But the reload time, the lock on working 60% of the time makes it seem more of a waste of time over the recoiless. If they knocked down the reload time, changed the lock on I think it would be the tank killer it was meant to be.
Munglord Mar 24, 2024 @ 11:40pm 
Originally posted by Zet395:
Originally posted by ↓↑←↓↑→↓↑:
Double explosion radius of 500kg.

Dam thing needs it.
For a thing that looks like a mini hellbomb, yeah. I would love it to do more.

Troooooth
Venetoi Mar 24, 2024 @ 11:41pm 
I would make the Spear a laser guided instead of a lock-on (Imagine Half-Life's rocket launcher)

And probably increase magazine counts for secondary weapons

Maybe add a new RPG Stratagem, imagine something like a recoiless rifle but fire weaker explosive, has more ammo, faster reload but less accurate, has shorter range and has to carry its own ammo backpack, think of it as a souped up version of grenade launcher

And probably make Anti Material Rifle has Heavy Armour penetration, but fire slower, has less ammo in a magazine and inaccurate when shooting while running or standing.
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Date Posted: Mar 24, 2024 @ 10:27pm
Posts: 20