HELLDIVERS™ 2
New Airburst, my own personal opinion
Good for long range attacks, will take some gettin used to, and NEVER I MEAN FOR THE LOVE OF SUPER EARTH DONT USE THIS MEDIUM TO CLOSE RANGE ATTACKS! Personally I like it for LONGER range attacks could be updated a bit but over all a 7/10 from me
< >
Сообщения 1630 из 36
If there was any kind of consistency as to what causes it to detonate, It'd probably be a pretty good weapon for dealing with chaff enemies.
But the fact that its criteria for detonation seems to be "literally anything in proximity to the rocket" & it takes up the backpack slot means there are no situations I can think of where there isn't another support weapon that would be better option.

I'm convinced that the automatons planted this weapon as a means to kill as many Helldivers as possible.
Автор сообщения: The_Shave
I'm convinced that the automatons planted this weapon as a means to kill as many Helldivers as possible.

It's actually kinda weird that these weapons are from bot planets. Both the mines and the air burst would have been better vs bugs.
It's just a suicide button.
Автор сообщения: Banananas
I said this in another thread, but IMO the people who complain it is bad are people who are using it wrong.

Its amazing for long range, clear LoS EMPHASIS ON CLEAR, pre-engagement shots to clear bases, destroy fabricators, take out patrols, or clear medium sized areas.

As soon as the engagement happens and enemies are moving, put it away and use something else otherwise you run a high risk of killing yourself or your team.
It's a worse eruptor.
Автор сообщения: Midas
Автор сообщения: Alex
Except it has a tendency to blow up too soon cause it "detects" something like a bush nearby. They need to fix that cause what kind of launcher in this here God's Green Earth in real life where it'll derp out like a spastic and explode before the target just because there is a bush 30 meters nearby. It'll be useful in wide open spaces but any planet with a rough terrain? No go.

That's potentially intentional, it depends on the criteria for detonation. If it's meant for density, then it might require several situations to align before it detonates, like having x number of 'contacts' within y meters, etc. It's something the devs should have made extremely clear, because an air burst can have some fairly complex detonation requirements, and we have no idea what method they are using.

Well it if's meant purely for shooting things out of the sky it'd make sense that it's so sensitive.
I did some testing with the weapon and the MINIMUM safe usage distance is about 26m. At 25m with 4 tests I was still caught in the blast once. At 26m I wasn't hit. Maximum range is around 200~250m before the warhead detonates. Hard to test because I had nowhere near enough visibility to terrain that far to get a reliable ping.

The fact that they released the weapon on a foggy, forested world was either a huge mistake or objectively evil. With my graphics settings my max visibility to make out silhouettes was about 50m, so enough room to use it, but more often than not I was running into patrols closer than that, which would make the weapon extremely dangerous to use.

I don't recommend using it at the extraction area, except maybe that elevated site given you cannot pair it with a jump pack to at least get some elevation for clear, distant shots.

Frankly it isn't that useful of a support weapon at all. You'd need to pair it with a primary to take down heavies like the Scorcher or Eruptor but you lose your backpack slot so no jump pack or shield. It is a clumsy and disaster prone option for trash cleanup. I much more recommend a grenade launcher vs. this thing.
Автор сообщения: Sokaku
I did some testing with the weapon and the MINIMUM safe usage distance is about 26m. At 25m with 4 tests I was still caught in the blast once. At 26m I wasn't hit. Maximum range is around 200~250m before the warhead detonates. Hard to test because I had nowhere near enough visibility to terrain that far to get a reliable ping.

The fact that they released the weapon on a foggy, forested world was either a huge mistake or objectively evil. With my graphics settings my max visibility to make out silhouettes was about 50m, so enough room to use it, but more often than not I was running into patrols closer than that, which would make the weapon extremely dangerous to use.

I don't recommend using it at the extraction area, except maybe that elevated site given you cannot pair it with a jump pack to at least get some elevation for clear, distant shots.

Frankly it isn't that useful of a support weapon at all. You'd need to pair it with a primary to take down heavies like the Scorcher or Eruptor but you lose your backpack slot so no jump pack or shield. It is a clumsy and disaster prone option for trash cleanup. I much more recommend a grenade launcher vs. this thing.

I originally thought the same thing, but I just tested 30m and I definitely got insta-gibbed by it and it scattered explosions back even further than that. I want to say it's closer to 50-60m.
Отредактировано Midas; 27 апр. 2024 г. в 18:01
Автор сообщения: Midas
Автор сообщения: The_Shave
I'm convinced that the automatons planted this weapon as a means to kill as many Helldivers as possible.

It's actually kinda weird that these weapons are from bot planets. Both the mines and the air burst would have been better vs bugs.

Nah, the mines will be more useful against bots. Tanks, Hulks, and if Detonators are big enough to set them off, they will be quite useful while allowing players to traverse them. (You can shoot them to detonate around nearby fodder, so increasing the impact of a single grenade etc.)

Against bugs, chargers will probably trigger several mines, especially if they hit them while charging, (corpse triggers) and from what I saw the bile titan's small footprint was unreliable at setting off the mines, plus the titan's height is an issue for blast radius.
Good or bad we still need to liberate both Penta and Choohe to get it. It might not be a bad idea to liberate Menkent before Penta so that we can go to Choohe and try out the new weapon. For all we know it could butcher bile titans and factory striders.
It's a bad weapon and other weapon do the job better and won't accidently kill you.
Автор сообщения: Midas
Автор сообщения: Sokaku
I did some testing with the weapon and the MINIMUM safe usage distance is about 26m. At 25m with 4 tests I was still caught in the blast once. At 26m I wasn't hit. Maximum range is around 200~250m before the warhead detonates. Hard to test because I had nowhere near enough visibility to terrain that far to get a reliable ping.

The fact that they released the weapon on a foggy, forested world was either a huge mistake or objectively evil. With my graphics settings my max visibility to make out silhouettes was about 50m, so enough room to use it, but more often than not I was running into patrols closer than that, which would make the weapon extremely dangerous to use.

I don't recommend using it at the extraction area, except maybe that elevated site given you cannot pair it with a jump pack to at least get some elevation for clear, distant shots.

Frankly it isn't that useful of a support weapon at all. You'd need to pair it with a primary to take down heavies like the Scorcher or Eruptor but you lose your backpack slot so no jump pack or shield. It is a clumsy and disaster prone option for trash cleanup. I much more recommend a grenade launcher vs. this thing.

I originally thought the same thing, but I just tested 30m and I definitely got insta-gibbed by it and it scattered explosions back even further than that. I want to say it's closer to 50-60m.

That was probably a mis-detonation. I gibbed at 25m, then moved back to 30m and the blast against a big rock never came close. Moved forward gradually to 26m and the blast always fell short, but it is random-ish in how far it spreads out in all directions. I suspect latency is going to be a factor between how far away things are according to client and server. But yeah, Anything in the golden triangle on the map is a no-go. You're better off firing it off blind into the darkness in the general direction of a patrol. :)
Автор сообщения: Sokaku
Автор сообщения: Midas

It's actually kinda weird that these weapons are from bot planets. Both the mines and the air burst would have been better vs bugs.

Nah, the mines will be more useful against bots. Tanks, Hulks, and if Detonators are big enough to set them off, they will be quite useful while allowing players to traverse them. (You can shoot them to detonate around nearby fodder, so increasing the impact of a single grenade etc.)

Against bugs, chargers will probably trigger several mines, especially if they hit them while charging, (corpse triggers) and from what I saw the bile titan's small footprint was unreliable at setting off the mines, plus the titan's height is an issue for blast radius.

Tanks move very slowly and engage from a distance, though, and half the time hulks are also range-oriented. Chargers rushing towards you seems like a way more common application.
Автор сообщения: SilentHero
It's a bad weapon and other weapon do the job better and won't accidently kill you.
Yeah. I'm not sure what you would take it over as a support weapon. Depending on how it actually works it might be worth considering swapping mines for another stratagem.
Автор сообщения: Desculpa31
if there was weapon customization option the only thing i would change would be switching from a proximity fuse into a impact fuse... proximity fuse can be a bit tricky (aka might blow up in your face)... an impact fuse would solve this since it would only detonate and spread Democracy on impact :stray_robot:

Turn it into a Bouncing Betty; soon as it hits the ground it pops up and goes boom.
Автор сообщения: Midas
Автор сообщения: Sokaku

Nah, the mines will be more useful against bots. Tanks, Hulks, and if Detonators are big enough to set them off, they will be quite useful while allowing players to traverse them. (You can shoot them to detonate around nearby fodder, so increasing the impact of a single grenade etc.)

Against bugs, chargers will probably trigger several mines, especially if they hit them while charging, (corpse triggers) and from what I saw the bile titan's small footprint was unreliable at setting off the mines, plus the titan's height is an issue for blast radius.

Tanks move very slowly and engage from a distance, though, and half the time hulks are also range-oriented. Chargers rushing towards you seems like a way more common application.

The point of a minefield isn't to stand in it, or anywhere near it. It is to restrict access to gaining a line of fire to you where you have cover and say, two approaches. Set a minefield to guard the rear so your attention can be prioritized to the front. So in the case of tanks / hulks for instance if you are on extraction or elimination you would plant the minefield outside of the extraction zone, not just outside of the extraction pad or whatever area you are defending, and approaching enemies will need to get around buildings or terrain. The point is that the tanks/hulks/etc. won't have a line of fire to hit you and cannot close the gap due to the mines.

Chargers and anti-vehicle mines will be like Hunters and anti-personnel mines. They will end up setting off a lot more mines than needed if they have line of sight to start a charge. Otherwise they will work well for walking chargers searching for you.
< >
Сообщения 1630 из 36
Показывать на странице: 1530 50

Дата создания: 27 апр. 2024 г. в 14:37
Сообщений: 36