HELLDIVERS™ 2

HELLDIVERS™ 2

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I.H.F Jul 7, 2024 @ 11:19am
Commando.
Do you guys think that they will nerf the commando rocket launcher?
Originally posted by gothicpando:
Every single weapon that was able to be used before it was rolled out to the general public was nerfed before they got it. You will feel it is overpowered, and the devs will nerf it into oblivion, then months later will maybe tune it slightly. Not to the level of pre roll out, but enough ♥♥♥♥ riders will say "OMG SUPER BUFF WOW WHY ARN'T YOU HAPPY?!?" Then the cycle will continue...
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Showing 1-13 of 13 comments
robbins.218 Jul 7, 2024 @ 11:26am 
It might be like the knife: not really meant to do something like (on the knife) shredding a charger leg and on the Commando, it kills fabs. THe fab killing might be neutered.
The author of this thread has indicated that this post answers the original topic.
gothicpando Jul 7, 2024 @ 11:30am 
Every single weapon that was able to be used before it was rolled out to the general public was nerfed before they got it. You will feel it is overpowered, and the devs will nerf it into oblivion, then months later will maybe tune it slightly. Not to the level of pre roll out, but enough ♥♥♥♥ riders will say "OMG SUPER BUFF WOW WHY ARN'T YOU HAPPY?!?" Then the cycle will continue...
Sleepy_Walker Jul 7, 2024 @ 11:44am 
No. It is not as powerful per-shot as other launchers and it builds up co-op opportunities with different weapon systems depending on the enemy. Seems pretty healthy to me.

The only thing I could see is the edge case that the ability to destroy fabricators from any angle was unintentional, but that seems like something really really hard to miss in testing. I mean, airburst rocket launcher can kill fabricators, but it is only in very very specific spots on the sides that could easily be missed in testing.
I.H.F Jul 7, 2024 @ 11:48am 
Originally posted by Sleepy_Walker:
No. It is not as powerful per-shot as other launchers and it builds up co-op opportunities with different weapon systems depending on the enemy. Seems pretty healthy to me.

The only thing I could see is the edge case that the ability to destroy fabricators from any angle was unintentional, but that seems like something really really hard to miss in testing. I mean, airburst rocket launcher can kill fabricators, but it is only in very very specific spots on the sides that could easily be missed in testing.

As it stands, it might just be a better variant of the EAT rockets. The commando gives 4 rockets in one as opposed to the two separate rockets that you would get from EAT's with the same damage and strategem cooldown. I hope they decide to buff the EAT rockets in some form to compensate for this.
Koala 4peace Jul 7, 2024 @ 11:57am 
Originally posted by robbins.218:
It might be like the knife: not really meant to do something like (on the knife) shredding a charger leg and on the Commando, it kills fabs. THe fab killing might be neutered.
Thing is, this weapon kinda make EATs obsolete. Logical thing would be to give the EAT the capability of kill factories, and take it away from the Commando.
Midas Jul 7, 2024 @ 12:03pm 
they will 100% nerf it. It makes most anti-tank weapons obsolete.
Sleepy_Walker Jul 7, 2024 @ 12:06pm 
Originally posted by I.H.F:
Originally posted by Sleepy_Walker:
No. It is not as powerful per-shot as other launchers and it builds up co-op opportunities with different weapon systems depending on the enemy. Seems pretty healthy to me.

The only thing I could see is the edge case that the ability to destroy fabricators from any angle was unintentional, but that seems like something really really hard to miss in testing. I mean, airburst rocket launcher can kill fabricators, but it is only in very very specific spots on the sides that could easily be missed in testing.

As it stands, it might just be a better variant of the EAT rockets. The commando gives 4 rockets in one as opposed to the two separate rockets that you would get from EAT's with the same damage and strategem cooldown. I hope they decide to buff the EAT rockets in some form to compensate for this.
The combined damage on the Commando is higher, but a lot of the break points make this only slightly advantageous and I would argue that is why the cooldown is longer.

Tanks, cannon towers, scout striders, and fabricators are the strongest arguments for Commando superiority. Hulks are not really that much better with a commando, taking 3 to the chest and leaving you with a single rocket that cannot do much of anything.

I expect the Commando to not be anywhere near as capable against bugs....hmmm, wait, it would probably be able to 2-shot Titans to the head. Given its convenience factor I think I may have misjudged it.

I change my viewpoint. I could see a slight cooldown increase. I am personally not a fan of EATs, but Commando is like an EAT with more play options. A high player skill (slow rockets and manual guidance) would propel it far higher than what EATs can achieve.
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I wonder how viable a EAT + Commando build would be. Just loads of disposable rockets for different targets.
Koala 4peace Jul 7, 2024 @ 12:12pm 
Originally posted by Sleepy_Walker:
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I wonder how viable a EAT + Commando build would be. Just loads of disposable rockets for different targets.
Two strats for that? Maybe is good, but it sounds boring.
Malidictus Jul 7, 2024 @ 12:23pm 
I'm willing to bet money that its Demolition value will be dropped to 30 - high enough to destroy structures, but not anywhere on their model. Everything else seems largely fine.
Sirre Jul 7, 2024 @ 12:29pm 
Oh it's ridiculously overpowered when compared to the other launchers it will 100% be nerfed down the toilet.
I would not mind getting it as it is but it simply won't happen.
Koala 4peace Jul 7, 2024 @ 1:54pm 
Originally posted by Malidictus:
I'm willing to bet money that its Demolition value will be dropped to 30 - high enough to destroy structures, but not anywhere on their model. Everything else seems largely fine.
Seriously, we need every weapon stat in-game.
Malidictus Jul 7, 2024 @ 6:23pm 
Originally posted by Koala 4peace:
Seriously, we need every weapon stat in-game.

Strongly agree, yes. Ever since I was told about Helldivers.io, my experience with the game has improved dramatically. Turns out combat is a lot more fun when I know what I'm doing :)
killtastic201 Jul 7, 2024 @ 7:40pm 
I think it's gonna have its call in time bumped up to make the EAT stand out as the "on demand" weapon, while the commando is better, but you have to wait maybe another minute before its off CD. I really hope its utility as a fabricator killer doesn't go away, since those are so ♥♥♥♥♥♥♥ awkward to get at and that isn't really what makes the thing so strong.. plus this thing could easily kill fabs even if it was stuck going through the vents... because I repeat it is LASER GUIDED. you just point at the vent and you cant screw it up.

no, what makes it strong is that it can one hit kill 4 ♥♥♥♥♥♥♥ hulks in rapid succession from very long range. you just laser guide the missile straight into the eye and they're cooked. that to me is much harder to get rid of, while also making it much better than EAT against bots. BUT if they nerfed it to the point it couldn't kill hulks with an single eye shot, it would also flub so many other break points it'd just be junk. also, you also can't really buff the hulks eye, either because so many other support weapons viability hinges on how they interact with the hulks.... buffing the hulks eye would make the HMG, the AMR, the autocannon, the gun emplacements, and the mechs feel way worse.

I suppose they could make the handling garbage, but we already have a armor that pretty much fixes handling issues, so once again, they'd have to make the handling completely ABYSMAL to the point that it feels awful. they can't really toy with the ammo much, either, lol. there are 4 tubes, unless they want to turn its model triangular it's not losing a rocket. so I really am expecting adjustments to its cooldown delivery time to turn it into a "premium" version of the EAT. it won't come down as slow as real supports, but it will be significantly longer than EAT.

I'm hoping that the breakpoints against the bugs just kinda suck ass, so it can atleast give the EAT a home, but time will tell... it's certainly not alexus pre-nerfed garbage which is nice. they're keeping him trapped down in the AH headquarters basement.

I suppose ideally I'd like to see you be able to carry an EAT in your backpack slot, aswell as your support weapon spot, instead of see a nerf to the commando. ATM the core balancing factor of the EAT is that it's ♥♥♥♥♥♥♥ clunky. half of the stratagem is laying on the ground at your feet instead of being in your hands. if I could just take the second EAT with me, the EAT wouldn't really feel like so bad because its QOL would be huge. instead of

"oh ♥♥♥♥, this looks like a job for EAT!"
"lemme call it in..."
"ok its coming down..."
"ok its here lemme go back an grab the first one"
"ok, my team already killed the thing with a airstrike? uhm.. oh! another 2 just dropped down"
"ok, I hit the first"
"ok lemme get the second"
"Ok I hit the second one"

you could have it ready with you when you need it.
"oh, that looks like a job for my EAT's!"
"thats one!"
"thats two!"
"lets call down another pair"
Last edited by killtastic201; Jul 7, 2024 @ 8:37pm
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Date Posted: Jul 7, 2024 @ 11:19am
Posts: 13