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https://www.reddit.com/r/Helldivers/comments/1focff8/a_stealth_nerf_an_intended_change_and_a_a_couple/?utm_source=embedv2&utm_medium=post_embed&utm_content=action_bar&embed_host_url=https://www.videogamer.com/news/helldivers-2-big-update-added-stealth-nerfs/
It's right there on the patch notes. Angled nerf and durable damage nerf. They also reduced it's large angle pen from 4 to 3 which means you need to be very dead on or you'll deflect
I've actually had the HMG deflect off of basic bots.
I'd push for a new strategem altogether, not a buff. We have the current HMG, then a version with a pack, if you like.
Maybe AH would bring back the MGX-42, which is a 400-round, disposable machine gun. Yes, it doesn't reload, you just throw it away when it's spent. It's similar to the EAT that you can drop down repeatedly.
Coming soon! In the year 2026
Honestly with the amount of hype and talk about that faction, I know it's going to be a disappointment when they finally decide to release them. Especially when no one liked them in the first game and everyone keeps saying they're the most OP hard race in the game
No one wants to fight the bots, not really, and they're just basically like fighting in a WW2 game or a FPS shooter which people are *supposed* to enjoy. Imagine how bad it's going to be once they put in this super psychic race that can invert your controls or melt your mind or whatever
I do not believe we have any such continuous feed weapons atm. Any weapon/back pack combo like the AC or the RR just use the associated backpack as ammo storage and not as an ammo feed.
Not that it would not be interesting to have such an option. I mean I would really like a flamethrower/backpack combo to increase the fuel capacity.
If I had to guess about any increase in magazine/belt capacity I would go with @Brigs suggestion of them bringing back a disposable, high capacity machine gun.
That being said even then I wouldn't nobody wants to fight the bots. Even if they're the minority, there are people who enjoy bots more than bugs. I myself can't really be entertained fighting bugs for long at this stage of the game, since I feel like combating them is basically just a matter of running around and shooting, I struggle to really be engaged with it for long. Bots, even with the ragdolling getting kinda annoying, are overall much more enjoyable for me, since the added threat the bots pose and the complications that come with fighting a ranged enemy means you can't really afford to just not think about it much. I know I'll be playing the Illuminate a lot, and I'm sure I'm not alone in that given how distinct they will be to play against compared to the other factions, its bound to appeal to a good number of people.
And yet this is exactly what you are doing...
If some enemy is considered to be durable, then only the durable damage from your weapon applies, unfortunately this is a hidden number that you need to look up on a wiki to find out what it is.
On top of the, enemies can have durable resistance, all the way from 0% to 100%. So if a enemy has 50% durable resistance they take 50% durable damage. 0% they just take full standard damage. 100% they take 0 standard damage but full durable damage
Then you have armor matching. If your weapon has a higher pen than the enemies armor, you do full damage. If you match their armor, such as a HMG against a hulk, you're only doing 65% damage. If the armor is higher you do zero damage.
So if you're using the HMG against the hulk it's AP4 vs Armor 4, so you armor match and you're now doing 65% damage or 23 durable damage and 97 standard damage
The hulk is also 60% durable sooooo you're now doing 39 standard damage and 14 durable damage per shot or about 53 damage per shot against the hulks 1,800 health pool
THEN, on top of all of this, you have angled fired. Direct, slight angle, large angle, extreme angle. Direct is less than a 25% angle. Slight is somewhere between 25% and 60%, large is somewhere between 60% and 80% with extreme at greater than 80%. Now the range is more assumed as we only know the cut off angle but that's the general idea.
This accounts for more than just what angle that you're shooting the enemy at, it also counts where you hit the enemy on their hitbox. A lot of enemies have curves, sharp edges or depressions on them. You can hit a enemy head on but hit the wrong angle and have your bullet skip off of the enemy like throwing a rock into water. Or you it might hit a bad angle and do less damage or no damage now
Since the HMG has zero armor pen at extreme angles, there's plenty of times where you can do zero damage against even the most basic of enemies like bot troopers or even bug warriors
Your analysis of the HMG's performance against armored enemies in Helldivers 2 is accurate. The HMG's armor penetration matching enemy armor results in reduced damage (65%), and its effectiveness is further diminished by durable resistance and ricochets at extreme angles, sometimes causing zero damage. These limitations make the HMG less effective against heavy enemies like the commander or chargers, especially when compared to weapons like the Spear or Recoilless Rifle, which excel at delivering massive damage in a single, precise shot with far less risk.
would offset armor penalties as well as ammo economy by providing better group clear against swarm enemies