HELLDIVERS™ 2

HELLDIVERS™ 2

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Death a Barbar 2024년 4월 27일 오전 4시 48분
Airburst rocket, they really don't play their own game
Just using it once shows that it's garbage at what it's supposed to do, it absolutely fails to kill groups of enemies, the fuse gets triggered by everything, and it is more likely to kill you, than kill the enemy. Seriously, what is the point of this? It's just a troll weapon only good at TKing.
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96개 댓글 중 76-90개 표시
Umbral 2024년 4월 29일 오전 2시 11분 
Just another thing the devs have added to the game that is utterly broken in one way or another that just continues to fuel the narrative that the devs do not test a single dang thing. Added a mech? blows itself up if you turn right while shooting. New arc weapons? using arc based weapons crashes your game. Release a big update? consistently crashes every 2nd mission. New rocket launcher? it gets triggered by random **** on the ground that causes it to blow up in your face despite nothing blocking your firing line.

It's getting a bit absurd. Like...seriously. It was suppose to be some sort of meme, a conspiracy theory that the devs don't test anything before pushing it live...but time after time they just keep proving that they, in fact, don't appear to test for ****.

At this point I am fully expecting the autocannon mech to somehow blow itself up if you so much as try to shoot something at your feet. Or when they add the truck and/or APC, that they will blow up if you turn too fast, thus causing it to nearly tip over onto its side. Heck, when they finally push the fix for the Spear so the dumb thing actually locks on consistently, I wouldn't be surprised if firing the thing now causes your game to crash or for the rocket to blow up in your face somehow. Oh oh oh! and let's not forget the obvious one where if/when they make a new warbond focused around fire with fire resistant armor, they will most likely have added yet another broken code that causing fire damage to now crash the player to desktop.
SexualChocolate 2024년 4월 29일 오전 2시 20분 
Soji님이 먼저 게시:
Of course they don't play their own game, they unironically thought the solution to people using the railgun was the nerf it and make armored enemies spawn more.
Oh I think they play but the issue is they seem to balance the game based on the loud 5% of sweaty players who hate fun and need everything to be frustrating. The proof that the rail gun nerf was too much is the fact that it's never used anymore. A futuristic armour piercing weapon that no longer pierces armour unless the user is willing to blow himself up. It's also insane that at the same time they changed the AT weapons so you could one shot the chargers anyway lol. IMO it took more skill to kill a charger with the rail gun than is currently does with a quasar or EAT.
Ice 2024년 4월 29일 오전 5시 28분 
Umbral님이 먼저 게시:
Just another thing the devs have added to the game that is utterly broken in one way or another that just continues to fuel the narrative that the devs do not test a single dang thing. Added a mech? blows itself up if you turn right while shooting. New arc weapons? using arc based weapons crashes your game. Release a big update? consistently crashes every 2nd mission. New rocket launcher? it gets triggered by random **** on the ground that causes it to blow up in your face despite nothing blocking your firing line.

It's getting a bit absurd. Like...seriously. It was suppose to be some sort of meme, a conspiracy theory that the devs don't test anything before pushing it live...but time after time they just keep proving that they, in fact, don't appear to test for ****.

At this point I am fully expecting the autocannon mech to somehow blow itself up if you so much as try to shoot something at your feet. Or when they add the truck and/or APC, that they will blow up if you turn too fast, thus causing it to nearly tip over onto its side. Heck, when they finally push the fix for the Spear so the dumb thing actually locks on consistently, I wouldn't be surprised if firing the thing now causes your game to crash or for the rocket to blow up in your face somehow. Oh oh oh! and let's not forget the obvious one where if/when they make a new warbond focused around fire with fire resistant armor, they will most likely have added yet another broken code that causing fire damage to now crash the player to desktop.

they literally patched it today:

Patchnotes for 01.000.300

RL-77 Airburst Rocket Launcher

Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius
Wutever 2024년 4월 29일 오전 5시 54분 
Ice님이 먼저 게시:
Umbral님이 먼저 게시:
Just another thing the devs have added to the game that is utterly broken in one way or another that just continues to fuel the narrative that the devs do not test a single dang thing. Added a mech? blows itself up if you turn right while shooting. New arc weapons? using arc based weapons crashes your game. Release a big update? consistently crashes every 2nd mission. New rocket launcher? it gets triggered by random **** on the ground that causes it to blow up in your face despite nothing blocking your firing line.

It's getting a bit absurd. Like...seriously. It was suppose to be some sort of meme, a conspiracy theory that the devs don't test anything before pushing it live...but time after time they just keep proving that they, in fact, don't appear to test for ****.

At this point I am fully expecting the autocannon mech to somehow blow itself up if you so much as try to shoot something at your feet. Or when they add the truck and/or APC, that they will blow up if you turn too fast, thus causing it to nearly tip over onto its side. Heck, when they finally push the fix for the Spear so the dumb thing actually locks on consistently, I wouldn't be surprised if firing the thing now causes your game to crash or for the rocket to blow up in your face somehow. Oh oh oh! and let's not forget the obvious one where if/when they make a new warbond focused around fire with fire resistant armor, they will most likely have added yet another broken code that causing fire damage to now crash the player to desktop.

they literally patched it today:

Patchnotes for 01.000.300

RL-77 Airburst Rocket Launcher

Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius
I told everybody there wouldn't be any meaningful improvements past the bare minimum and I was right.

1. Proximity radius didn't need changing. The weapon is now WORSE than it already was because you can no longer shoot it over bug bases and have it rain down explosives into the crater like an airburst weapon is intended to do. It still detonates if you shoot it over a nearby bug.

2. The rocket needed an arming distance. A configurable arming distance, ideally. It can still detonate almost right out the tube and holding the R button still does nothing.

3. It still doesn't have a staged reload. If something interrupts you after inserting the rocket, but before twisting it in place the whole reload resets.

4. It still has a bugged animation where the rocket does not get removed from the backpack.

5. It still can't kill even a pack of hunters consistently, let alone damage Devastator weapons or anything of the sorts.

Arrowhead literally went into a config file, tweaked the radius, set a flag for it not to detonate on friendlies and called it a day. What a joke.
Cryptic 2024년 4월 29일 오전 5시 59분 
LeftIsBest-James님이 먼저 게시:
Anti-Gunship weapon.
Quasar begs to differ
Wutever 2024년 4월 29일 오전 6시 10분 
Cryptic님이 먼저 게시:
LeftIsBest-James님이 먼저 게시:
Anti-Gunship weapon.
Quasar begs to differ
It literally can't harm gunships consistently. ♥♥♥♥, it can't even harm Shriekers consistently.
C4NNED 2024년 4월 29일 오전 6시 28분 
LeftIsBest-James님이 먼저 게시:
Anti-Gunship weapon.

No it's not lol. It tickles em.
Ice 2024년 4월 29일 오전 6시 30분 
Wutever님이 먼저 게시:
Ice님이 먼저 게시:

they literally patched it today:

Patchnotes for 01.000.300

RL-77 Airburst Rocket Launcher

Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius
I told everybody there wouldn't be any meaningful improvements past the bare minimum and I was right.

1. Proximity radius didn't need changing. The weapon is now WORSE than it already was because you can no longer shoot it over bug bases and have it rain down explosives into the crater like an airburst weapon is intended to do. It still detonates if you shoot it over a nearby bug.

2. The rocket needed an arming distance. A configurable arming distance, ideally. It can still detonate almost right out the tube and holding the R button still does nothing.

3. It still doesn't have a staged reload. If something interrupts you after inserting the rocket, but before twisting it in place the whole reload resets.

4. It still has a bugged animation where the rocket does not get removed from the backpack.

5. It still can't kill even a pack of hunters consistently, let alone damage Devastator weapons or anything of the sorts.

Arrowhead literally went into a config file, tweaked the radius, set a flag for it not to detonate on friendlies and called it a day. What a joke.


So after trying it a bit after the patch:

I do completely agree that the weapons needs improved armor penetration. The way it fails to kill medium bugs is very frustrating. It should be at least on the level of a hand grenade (one to two hits on the medium bugs) so only those on the edge survive.

However i think the Proximity radius change is welcome. While it requires better judgement to fire it above a group of enemies, a lower proximity radius means that when using direct fire, the explosion will be better centered on your target. The way the Explosions spread when using it against ground targets i don't think you actually need to aim above it for an effective hit (against enemies that are vulnerable to this weapon lol) and this change will reduce accidental explosion in the air near the helldivers and increase it's effectiveness in the direct fire. With the size and spread of the explosion when using it you don't even need to rely on the proximity fuse against ground targets, just aim at the ground or a wall near them.

The minum Arming Distance can be a nuicance, but it's not meant to be used when sorrounded anyways, and this way you can at least suicide bomb if you wont survive either way.

The Reload is painfully slow and absolutely needs to be sped up, it feels like i am having athrities when pulling out a rocket.

And finally. Bro, literally every single balance change in every game is a change in a config/ini file. The way you described it being done is probably completely right, and there is absolutely nothing wrong with that, do you expect them to rewrite the engine for every balance update?
Wutever 2024년 4월 29일 오전 6시 37분 
Ice님이 먼저 게시:
Wutever님이 먼저 게시:
I told everybody there wouldn't be any meaningful improvements past the bare minimum and I was right.

1. Proximity radius didn't need changing. The weapon is now WORSE than it already was because you can no longer shoot it over bug bases and have it rain down explosives into the crater like an airburst weapon is intended to do. It still detonates if you shoot it over a nearby bug.

2. The rocket needed an arming distance. A configurable arming distance, ideally. It can still detonate almost right out the tube and holding the R button still does nothing.

3. It still doesn't have a staged reload. If something interrupts you after inserting the rocket, but before twisting it in place the whole reload resets.

4. It still has a bugged animation where the rocket does not get removed from the backpack.

5. It still can't kill even a pack of hunters consistently, let alone damage Devastator weapons or anything of the sorts.

Arrowhead literally went into a config file, tweaked the radius, set a flag for it not to detonate on friendlies and called it a day. What a joke.


So after trying it a bit after the patch:

I do completely agree that the weapons needs improved armor penetration. The way it fails to kill medium bugs is very frustrating. It should be at least on the level of a hand grenade (one to two hits on the medium bugs) so only those on the edge survive.

However i think the Proximity radius change is welcome. While it requires better judgement to fire it above a group of enemies, a lower proximity radius means that when using direct fire, the explosion will be better centered on your target. The way the Explosions spread when using it against ground targets i don't think you actually need to aim above it for an effective hit (against enemies that are vulnerable to this weapon lol) and this change will reduce accidental explosion in the air near the helldivers and increase it's effectiveness in the direct fire. With the size and spread of the explosion when using it you don't even need to rely on the proximity fuse against ground targets, just aim at the ground or a wall near them.

The minum Arming Distance can be a nuicance, but it's not meant to be used when sorrounded anyways, and this way you can at least suicide bomb if you wont survive either way.

The Reload is painfully slow and absolutely needs to be sped up, it feels like i am having athrities when pulling out a rocket.

And finally. Bro, literally every single balance change in every game is a change in a config/ini file. The way you described it being done is probably completely right, and there is absolutely nothing wrong with that, do you expect them to rewrite the engine for every balance update?
I'm not sure it needs more armor penetration. I'm fine with it not killing Devastators, but they should come out of the explosion maimed because their arms and rocket pods are light armor. It doesn't seem to do ANYTHING to their limbs. I've yet to see a single destroyed rocket pod or arm.

Proximity radius makes it worse at being what it is supposed to be - an Airburst weapon to shoot over fortifications / trenches. Now it's just an RPG.

Regarding arming distance, I specifically mentioned a configurable arming distance. Just let the gun be set to 0, 50 and 100m. Easy. Let the projectile still detonate on impact so you can still suicide bomb.

The weapon needed more than a change in an config file. It needed finished and improved animations. It needed a hold-R menu to set the fuse. It needed the explosion AoE looked at because that is likely what is making it so inconsistent. It got literally none of that. It's still the same garbage that is now slightly less likely to kill you, but also slightly less likely to kill your enemies.
Ice 2024년 4월 29일 오전 6시 47분 
Wutever님이 먼저 게시:
I'm not sure it needs more armor penetration. I'm fine with it not killing Devastators, but they should come out of the explosion maimed because their arms and rocket pods are light armor. It doesn't seem to do ANYTHING to their limbs. I've yet to see a single destroyed rocket pod or arm.

Proximity radius makes it worse at being what it is supposed to be - an Airburst weapon to shoot over fortifications / trenches. Now it's just an RPG.

Regarding arming distance, I specifically mentioned a configurable arming distance. Just let the gun be set to 0, 50 and 100m. Easy. Let the projectile still detonate on impact so you can still suicide bomb.

The weapon needed more than a change in an config file. It needed finished and improved animations. It needed a hold-R menu to set the fuse. It needed the explosion AoE looked at because that is likely what is making it so inconsistent. It got literally none of that. It's still the same garbage that is now slightly less likely to kill you, but also slightly less likely to kill your enemies.

I think it might be due to armor penetration from my experiences with the explosive crossbow. That one also really struggles with Devestators/Medium Bugs while the eruptor works fine, and the main difference i see there is the armor penetration. i assume the damage isn't that bad (seeing how it kills helldivers) but it just gets reduced a lot on those enemies for the airburst.

I mean with how the level design works, the amount of times i actually need to shoot over a trench/ fortification, without having acess to an elevated position or a wall / structure behind it to aim at is pretty rare. Altough i understand the flair behind it, i just don't think it comes up that often in the game, especially if you can just chuck an eagle in there. But while we are at the idea of switching arming distances with the R menu, why not also have a fuse detection distance setting there? something like 3m / 5m / 10m could easily fill both rolls and should be doable to implement.

like i say, i do agree that the overall balancing of the weapon needs to be adjusted and additional functions would be welcome, but some wonky animations isn't something that personally bothers me, as long as it doesnt have a gameplay impact ( i mean i played through release Cyberpunk 2077 lol). Overall the weapon is much more usable than before the patch, but not more useful.
Ice 님이 마지막으로 수정; 2024년 4월 29일 오전 6시 53분
Wutever 2024년 4월 29일 오전 6시 55분 
Ice님이 먼저 게시:
Wutever님이 먼저 게시:
I'm not sure it needs more armor penetration. I'm fine with it not killing Devastators, but they should come out of the explosion maimed because their arms and rocket pods are light armor. It doesn't seem to do ANYTHING to their limbs. I've yet to see a single destroyed rocket pod or arm.

Proximity radius makes it worse at being what it is supposed to be - an Airburst weapon to shoot over fortifications / trenches. Now it's just an RPG.

Regarding arming distance, I specifically mentioned a configurable arming distance. Just let the gun be set to 0, 50 and 100m. Easy. Let the projectile still detonate on impact so you can still suicide bomb.

The weapon needed more than a change in an config file. It needed finished and improved animations. It needed a hold-R menu to set the fuse. It needed the explosion AoE looked at because that is likely what is making it so inconsistent. It got literally none of that. It's still the same garbage that is now slightly less likely to kill you, but also slightly less likely to kill your enemies.

I think it might be due to armor penetration from my experiences with the explosive crossbow. That one also really struggles with Devestators/Medium Bugs while the eruptor works fine, and the main difference i see there is the armor penetration. i assume the damage isn't that bad (seeing how it kills helldivers) but it just gets reduced a lot on those enemies.
Helldivers have the least HP in the entire game. We're basically Scavengers.

Ice님이 먼저 게시:
I mean with how the level design works, the amount of times i actually need to shoot over a trench/ fortification, without having acess to an elevated position or a wall / structure behind it to aim at is pretty rare. Altough i understand the flair behind it, i just don't think it comes up that often in the game, especially if you can just chuck an eagle in there. But while we are at the idea of switching arming distances with the R menu, why not also have a fuse detection distance setting there? something like 3m / 5m / 10m could easily fill both rolls and should be doable to implement.
Bots have literal fortified hills with MG nests and objectives. Bugs have trenches and ant nests. Both are perfect for getting airburst. Both no longer work.
Ice님이 먼저 게시:
like i say, i do agree that the overall balancing of the weapon needs to be adjusted and additional functions would be welcome, but some wonky animations isn't something that personally bothers me, as long as it doesnt have a gameplay impact ( i mean i played through release Cyberpunk 2077 lol). Overall the weapon is much more usable than before the patch, but not more useful.
It impacts gameplay. You were literally complaining about reloads yourself. The reload would be fine if it was staged like other support weapon reloads. You can animation cancel the hell out of an RR because it has 3 animation stages. The Airburst has a single stage despite there clearly being breakpoints in the animation that could have stages.

Don't defend receiving an unfinished product in a game you paid for.
Wutever 님이 마지막으로 수정; 2024년 4월 29일 오전 6시 55분
tv 2024년 4월 29일 오전 6시 59분 
it's rigged we never had a chance to get the mines
Ice 2024년 4월 29일 오전 7시 16분 
Wutever님이 먼저 게시:
Helldivers have the least HP in the entire game. We're basically Scavengers.
i do see similarities in barely surviving clustbomb strikes and airburst explosions, so i assume the damage is somewhat similar, and armor is the difference. When using the explosive crossbow, you need the damage of 3-4 bolts to kill a devestator or a medium bug, 1-2 with the eruptor. When looking at the damge values in the menu, the only explanation for needing more "raw" damage with the Crossbow would be the armor penetration

Ice님이 먼저 게시:
I mean with how the level design works, the amount of times i actually need to shoot over a trench/ fortification, without having acess to an elevated position or a wall / structure behind it to aim at is pretty rare. Altough i understand the flair behind it, i just don't think it comes up that often in the game, especially if you can just chuck an eagle in there. But while we are at the idea of switching arming distances with the R menu, why not also have a fuse detection distance setting there? something like 3m / 5m / 10m could easily fill both rolls and should be doable to implement.
Wutever님이 먼저 게시:
Bots have literal fortified hills with MG nests and objectives. Bugs have trenches and ant nests. Both are perfect for getting airburst. Both no longer work.
Like i was saying due to the hill structure and multiple layers of Walls, it is very easy to target a wall/structure behind instead

Ice님이 먼저 게시:
like i say, i do agree that the overall balancing of the weapon needs to be adjusted and additional functions would be welcome, but some wonky animations isn't something that personally bothers me, as long as it doesnt have a gameplay impact ( i mean i played through release Cyberpunk 2077 lol). Overall the weapon is much more usable than before the patch, but not more useful.

Wutever님이 먼저 게시:
It impacts gameplay. You were literally complaining about reloads yourself. The reload would be fine if it was staged like other support weapon reloads. You can animation cancel the hell out of an RR because it has 3 animation stages. The Airburst has a single stage despite there clearly being breakpoints in the animation that could have stages.


To be clear: i complained about the length of the reload (helldiver seems to move in slow motion), i do not care for the quality of the animation. A multiple stage reload would also be welcome, but due to how it is reloaded (just put rocket in) i am not sure how that would be implemented. I am not sure which "break points" you are talking about. The only one i see would be between putting the rocket in and twisting it (you cant break between getting the rocket and putting it in) but the twisting secures the round and would mean it would be at risk of falling out when not completing that motion.

Wutever님이 먼저 게시:
Don't defend receiving an unfinished product in a game you paid for.

first of all: don't tell me what to do. I am trying to have a constructive discussion in good faith about how to improve the game. I have criticised this weapon and game multiple times, but i believe it is important to be constructive. I "defend" against people who are just irrattionally angry about these thing and go on spewing vitriol about some number values in an ini file.

I do believe that this game has a lot of issues ( i have had a lot of crashes) but from what i have seen they are working on this game and it has been improving a lot. They implemented Bugfixes and Balance Changes faster than Valve ever did. Have a much better monetization system than anything Activision Blizzard / EA put out. And the game released in a 10x better state than Darktide did. They also have added more support and content than Starbreeze did for Payday 3 in a year. I have spent exactly 40€ on this game and i was able to buy every single Battlepass and some armors within 90 hrs of gameplay from collecting super credits ingame. You don't get that from many bigger games these days.
That shows me that this gamedev has more respect for it's players than most of them out there. And i don't think going around insulting a dev team of 100 people for balance issues in the first 3 months of release is reasonable in any way when they have much larger issues to deal with. The amount of crashes i get with this game have significantly dropped since release and i personally appreciate them putting in the work in that area, and they still have been adding content. So honestly, things aren't going perfectly, but it's been pretty decent so far.
Ice 님이 마지막으로 수정; 2024년 4월 29일 오전 7시 26분
Death a Barbar 2024년 4월 29일 오전 7시 27분 
Wutever님이 먼저 게시:
I told everybody there wouldn't be any meaningful improvements past the bare minimum and I was right.

1. Proximity radius didn't need changing. The weapon is now WORSE than it already was because you can no longer shoot it over bug bases and have it rain down explosives into the crater like an airburst weapon is intended to do. It still detonates if you shoot it over a nearby bug.

2. The rocket needed an arming distance. A configurable arming distance, ideally. It can still detonate almost right out the tube and holding the R button still does nothing.

3. It still doesn't have a staged reload. If something interrupts you after inserting the rocket, but before twisting it in place the whole reload resets.

4. It still has a bugged animation where the rocket does not get removed from the backpack.

5. It still can't kill even a pack of hunters consistently, let alone damage Devastator weapons or anything of the sorts.

Arrowhead literally went into a config file, tweaked the radius, set a flag for it not to detonate on friendlies and called it a day. What a joke.

yep, it's about what you can expect from the devs, there are things broken since the launch that hasn't been fixed
Ice 2024년 4월 29일 오전 7시 35분 
Death a Barbar님이 먼저 게시:
yep, it's about what you can expect from the devs, there are things broken since the launch that hasn't been fixed

i mean if you just ignore all the things they did fix, sure they haven't done anything . They have a list of known issues they are actively working on and here's just a small excerpt from todays patch:


Fixed crash that could occur when host abandoned mission with squad.
Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
Fixed crash that could occur for all players after or during mission results screen.
Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
Fixed Superior Packing Methodology ship module not working properly.
Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.
Fixed issue where players could not navigate to the search results in the Social Menu.
Fixed some issues where items equipped in a Warbond were not actually equipped.
Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
Fixed some stratagem beams using incorrect color-coding.
Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was inserted, but before the reload was completed.
Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
Fixed issues where Automaton Gunships sometimes could not see the player.
Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
Fixed issue where Hellbombs would not deploy on certain missions
Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
So yeah, that's about all you can expect. They don't fix ♥♥♥♥ after release maaaaaaaaaaaaaaaaaaaaaaan.
Ice 님이 마지막으로 수정; 2024년 4월 29일 오전 7시 37분
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