HELLDIVERS™ 2

HELLDIVERS™ 2

Statistiche:
The Breaker Incendiary was fine, and should be the standard for primaries
Let me explain what I mean.

The Breaker Incendiary was not overpowered, it was a solid option that did great at a few jobs, decent at others, and had big weaknesses.

Great at killing hordes of bug chaff, and shriekers. Decent at killing medium bugs, but weak against chargers and armored bugs (also totally useless against bots). It also burned ammo very quickly when being used actively, meaning you had to play smart with ammo sources and resupplies.

IMO, this is what primaries should do, they have strengths and weaknesses, and can be compensated for by other parts of your loadout, or teammates aiding you.

It saw so much use because it was a fun weapon that was also effective at its designated role, that is what primaries should be! If you don't want people clearing hordes of bug chaff, don't spawn massive hordes of bug chaff. It's not like the railgun or the old eruptor, it's not an everything weapon, you can't just blind fire it at a charger or even a brood commander and just win, you need to swap out weapons and use strategems still.

Instead of taking this as an inspiration for what to design primaries for though, devs nerfed it, great. Can't wait until people just use the Blitzer instead, and then that gets nerfed for also being good at its designated job.
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The fact that they even mentioned power creep in their launch stream is so concerning. No primary is gonna carry you through the difficulties this game offers - there's no reason to nerf any primary, if anything, they should roll out a huge list of buffs to guns people do not use. But again, strategems are what the game should be balanced around - not primaries that are only capable of killing 1/2 the creatures on the map.
The I-Breaker should be what was looked to as the standard for all weapons. it was effective and was our best anti air weapon on the bugs side of the war.

you could have done this better. if you nerf the ammo boost the damage if you nerf the damage buff the ammo. But nerf to accuracy and ammo is just bs. you took a good weapon we liked and watered it down to make room for new weapons.

it should be up to us what weapon we use not you. watering down existing weapons so you can sell more warbonds isn't the way to go. just leave it to us. we should be able to use the weapons we are most comfortable with not weapons you want us to use.

you are killing the game for us.
Messaggio originale di Deathndk90:
The fact that they even mentioned power creep in their launch stream is so concerning. No primary is gonna carry you through the difficulties this game offers - there's no reason to nerf any primary, if anything, they should roll out a huge list of buffs to guns people do not use. But again, strategems are what the game should be balanced around - not primaries that are only capable of killing 1/2 the creatures on the map.

primaries should be able to hold their own and help hold back the hoard so giving them buffs and making them fill a roll would greatly improve the game, but if they want us relying on strategems then lower the cooldowns on them some. ther going to be those trolls that yellyou just want a i win button NO we want one or the other. Good primaries that fill a roll with a support weapon or Blowing everything the ♥♥♥♥ up. It not rocket science like many try to make it out it fairly simple.
Messaggio originale di Deathndk90:
The fact that they even mentioned power creep in their launch stream is so concerning. No primary is gonna carry you through the difficulties this game offers - there's no reason to nerf any primary, if anything, they should roll out a huge list of buffs to guns people do not use. But again, strategems are what the game should be balanced around - not primaries that are only capable of killing 1/2 the creatures on the map.

what stratagems? the one on cooldown? or the one on cooldown? whilst another 2 patrols just spawn in with 4 heavies total and god knows how many mediums and chaff.
game just keeps being less and less fun. I like standing my ground and fighting but now it feels like if i do im basically completly incapable of ever moving forwards or gaining any ground with my stratagems. until i run away and go into stealth again.

People tell ya its fine but i dont play shooters to run and play dance dance revolution for 40 minutes whilst maybe getting to watch an orbital barrage every 3-5 minutes play the game for me.
Ultima modifica da Get Donked On; 7 ago 2024, ore 14:01
Messaggio originale di vicbos:
Messaggio originale di DeMasked:
I think the loss of 1 mag would've been justified because it is a weapon that really is great against bugs because a lot of bugs don't have medium / heavy armour and some that do can still be damaged with the shotgun fire damage over time effect.

Scorcher also lost some ammo as that gun is really good against bots or bugs.

I think that Arrowhead needs to make tweaks to balance and not massive changes like weapons losing a lot of ammo. Nerfs aren't appreciated so making big changes will result in a lot of anger.
And thus my confusion on why they made the change. You can argue how good it was but in no way was it game breaking therefore why make a change that was guaranteed to anger such a large amount of the community.

Old Railgun was good against like all armoured enemies in the game but was terrible against hordes. It was also bugged allowing for a ton more damage to Bile Titans.

It warranted a nerf but Arrowhead nerfed it too much. Same with Incendiary Breaker. A bit of a nerf would've been fine but taking 2 mags away and adding recoil was a gut reaction balance change.

Still a great weapon because against bugs it kills like 90% of enemies rather easily. You can call in resupplies or scavenge POI's for ammo which is what I usually do anyways. Lot of games I wander off and let the other people call in resupplies because I look for ammo on the ground.
Ammo nerf just means you need to ♥♥♥♥ over your team mates more. hell the ammo eco in this game on diff 6 and up is already genuinly awfull and just straight garbage at 9 for the majority of the guns.
Is it really any wonder most of the top picked weapons have either infinite ammo (blitzer, and sickle)
or are explosive weapons with a lot of ammo for their niche hard to get dmg type (scorcher plasma punisher and arguably the eruptor)

Hell half the reason the Inc breaker is popular is because arrowhead makes hunters way too ♥♥♥♥♥♥♥ annoying to blast down with other weapons, the other part is that each pellet allows you to kill scavies so you get more milage out of your ammo reserves.

literally 70% of the issues with current primaries is due to ammo eco issues. for reference in hd1 the liberator has like 12 mags and kills most enemies a lot faster than the liberator does in HD2 with its measily 7 and near constant need to reload.

people calling the incendiary breaker change good are probably the same idiots running one of the weapons i mentioned before.
People want weapons that actually have enough uptime to at least last to the next resupply pod. AH just needs to figure that out and stop listening to people that base ther self worth of being able to do diff 9 with progresivly worse and worse weapons (wich is just cheesing the game with stealth,running away and spamming orbital barrages and airstrikes)
Ultima modifica da Get Donked On; 7 ago 2024, ore 14:36
Messaggio originale di Blame:
IB is great against everything Bug that's below Charger. And guess what, Chargers and Bile titans are meant to be dealt with support weapons (mainly AT) and stratagems, not with primary weapons.

There is no real weakness to it on the bug-side. So I don't know what you've been smoking when you say that it has big weaknesses. It didn't and still doesn't. A bit more recoil and a couple of mags less didn't even dent its effectiveness.
Like with the flamethrower?
Messaggio originale di Mormacil:
Messaggio originale di Blame:
IB is great against everything Bug that's below Charger. And guess what, Chargers and Bile titans are meant to be dealt with support weapons (mainly AT) and stratagems, not with primary weapons.

There is no real weakness to it on the bug-side. So I don't know what you've been smoking when you say that it has big weaknesses. It didn't and still doesn't. A bit more recoil and a couple of mags less didn't even dent its effectiveness.
Like with the flamethrower?

Eh I've been trying the flamethrower with the new changes. You have to hit the back now and it isn't nearly as fast. Managed to kill an Impaler on 10 with it by hitting the back side until it burst open.

Still getting used to the changes.

I've been using Exploding Crossbow, Bushwacker Shotgun, Stunade, Flamethrower, Machine Gun Sentry, Eagle Strafing Run and something else like Orbital Precision Strike.
Messaggio originale di Mormacil:
Like with the flamethrower?
It was really good at killing everything below Charger including the user just by shooting the ground and spreading flames. The fire armor would elevate it to new heights and would let you survive walking through your own flames.
specialized weapons cannot be good at their specialized task, you MUST use strategems to deal with your enemies. In fact they should remove normal weapons from the game.
Messaggio originale di adobo:
Messaggio originale di Mormacil:
Like with the flamethrower?
It was really good at killing everything below Charger including the user just by shooting the ground and spreading flames. The fire armor would elevate it to new heights and would let you survive walking through your own flames.
nah honestly the armor passive seems to not prevent you from catching fire so its gonna be largely pointless anyways unless they kept that as a hidden feature but i highly doubt it
Ultima modifica da Get Donked On; 7 ago 2024, ore 14:52
I didn't particularly like the breaker inc. as it was, didn't get a good feeling out of it despite its overall usefullness.

Buuut,... that mag carrying capacity nerf is peak low effort as far as balancing goes, even more so in a game where ammo economy is already a key fun-limiting factor.

There were more sensible ways achieve the same goal, without week long brainstormings. Just look at what the weapon do, its biggest strenght was that it could spit burning magnesium over a large surface with a minimal amount of shots, setting on fire most of a bug horde easily, killing 80% of the chaffs within a few seconds. If anything, it was a QOL weapon, allowing players to focus more on bigger targets.

A reasonable course of action would have been to thighten the spread of a shot, enough to avoid lighting a full bug breach on fire in 3 shot once they start dispersing... this way, you don't have to touch an already small ammo pool and continue alienating parts of the community over pointless repeated nerfs cycles. You could even make a funny bit of lore behind the fact that this type of Breaker shotgun now come equiped with a choke from the factory, related to a large number of undemocratic friendly fire accident.

Not that hard, huh? If a AH person happens to read this (doubt so), could you explain the thought process behind the fact that you're chosing to increase the spread on our only slug firing shoty (Slugger) while decreasing our combat load of lighter magnesium rounds (compared to lead projectiles) for the dragon breath dispenser? Short answer would be, not much thinking got into it, just a quick and dirty "fix" to a perceived unbalance.

Just my 2 cents
Messaggio originale di adobo:
Messaggio originale di Mormacil:
Like with the flamethrower?
It was really good at killing everything below Charger including the user just by shooting the ground and spreading flames. The fire armor would elevate it to new heights and would let you survive walking through your own flames.

You can already do that with a booster.
Try again.
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Data di pubblicazione: 7 ago 2024, ore 11:12
Messaggi: 43