HELLDIVERS™ 2

HELLDIVERS™ 2

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Wutever Oct 31, 2024 @ 4:08am
Truth Enforcers: Initial Impressions
Reprimand - really good for clicking Devastator heads, shooting Striders at close range and shooting troopers. Mag size isn't much of an issue due to slow fire rate. I like it.

Halt - ever wondered what a pre-buff Liberator Concussive would feel like in shotgun form? Well, now you don't have to wonder. This thing is undercooked as hell. Low stagger, below-average damage for regular buckshot. Low stagger, very low damage, but a stun effect using stun rounds. Projectiles need to penetrate for the stun, so no stunning Hulks or anything. I hate it. It's terrible.
Edit: gun is OK against bugs, but could be better. Read below posts.

PLAS-15 Loyalist - it's a pocket Purifier. Almost literally. Fully charged shots have heavy stagger and a big explosion, can take down Gunships in like 3 - 4 shots depending on where you hit. Only 7 shots per mag mean you NEED to charge this. The uncharged shots are just there for real desperate situations.
If you don't want to run GP, but still want AoE stagger this thing is it.

Armors - they prevent flinching from taking damage while aiming as advertised. Useful, but I don't think it's good enough to use just for the effect. Slap some recoil reduction, damage reduction or something on it. I like the looks though.
Edit: after playing some more I can say that the effect is very good if you're using the RG or similar charge weapons in close quarters. Whether this is better than defensive perks for CQC is questionable.

Dead Sprint - I liked the concept, but the HP drain is too strong imo. Adjust that and it could be decent. FYI you can't kill yourself with it. Damage stop at ~5% HP

Edit: added plasma pistol
Last edited by Wutever; Oct 31, 2024 @ 9:47am
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Showing 1-15 of 22 comments
Mitzuriki Oct 31, 2024 @ 4:11am 
Tested the Halt against bugs. Really good against them. You hate Alpha Commanders? Use it. Hate Stalkers? use it. Hate Hunters? If they're clumped use it.
Wutever Oct 31, 2024 @ 4:15am 
Originally posted by Mitzuriki:
Tested the Halt against bugs. Really good against them. You hate Alpha Commanders? Use it. Hate Stalkers? use it. Hate Hunters? If they're clumped use it.
The Punisher is just better.
pazow269 Oct 31, 2024 @ 4:15am 
its also good at quelling resistance on super destroyers (100% factual)
Wutever Oct 31, 2024 @ 4:44am 
To elaborate why I think the Halt is terrible - both the Punisher and Slugger deal good damage and stagger all at the same time.

With the Halt you have to choose:
1. either do OK damage, but no stagger
2. or stun and deal almost no damage (it can't oneshot a bot trooper at melee range)

Worst part is that the stun seems to need multiple pellets to hit the target to trigger, so it won't instantly stun everything at medium range.

So the question is... why? Why bother with an awkward ammo swap if you could just run a good shotgun that can both stagger and kill? A CQC weapon with no stagger is automatically bad against bugs past D7, and it's not much better against bots.

The stun has some utility at medium range where you can spam multiple enemies and stun them, but it feels kinda pointless when you could just be killing them.
Last edited by Wutever; Oct 31, 2024 @ 4:47am
I personally think the new passive is near useless
Wutever Oct 31, 2024 @ 6:00am 
Originally posted by XXX_SniperSlayer42069_XXX:
I personally think the new passive is near useless
Yeah, I'm not sold on it either. It's cute and could save your life, but is it really relevant? I think it's something that just needs a lot of playtesting to fully understand.

I still think it needs some other component to it though. Recoil, resistance, whatever. You need to get hit for the passive to work, but you can't afford to get hit any more than any other armor. Especially since this only comes on light and medium armors.
Wutever Oct 31, 2024 @ 8:41am 
After playing a couple games with the Halt against bugs I think I've changed my mind. While the gun is absolutely rubbish against bots it is surprisingly usable against bugs.

It has the nerfed Slugger stagger, which means it can stagger all small bugs, but not Commanders and up.

The stun is quite good (much better than against bots), but far too clunky to use. The gun needs two triggers instead of a magazine switch and it would be actually amazing against bugs because you could make better use of the stun.

TL;DR: Halt is an OK bug gun. Completely trash on bots.
Last edited by Wutever; Oct 31, 2024 @ 8:41am
OverZhorman Oct 31, 2024 @ 9:22am 
it would be better if the passive removed ALL flinching, allowing you to stim anytime. (Don't you hate it when you are trying to stim, but then you fall 0.1m down and it is canceled?)
Hunter Oct 31, 2024 @ 9:41am 
ARROWHEAD!
GIVE UNFLINCHING 30% RECOIL REDUCTION AS SECONDARY PASSIVE AND MY LIFE IS YOURS!
Last edited by Hunter; Oct 31, 2024 @ 9:41am
Wutever Oct 31, 2024 @ 9:42am 
Originally posted by OverZhorman:
it would be better if the passive removed ALL flinching, allowing you to stim anytime. (Don't you hate it when you are trying to stim, but then you fall 0.1m down and it is canceled?)
Yeah, but that would basically make you immortal as long as you have stims. The passive is fine. It just needs to also do something else in addition to the anti-flinch that only works when you're getting shot.
Ewspne Oct 31, 2024 @ 9:56am 
Originally posted by Wutever:

Armors - they prevent flinching from taking damage while aiming as advertised. Useful, but I don't think it's good enough to use just for the effect. Slap some recoil reduction, damage reduction or something on it. I like the looks though.

How did someone approve this without a secondary minor passive?
It would be good with a minor recoil reduction to play into the stagger reduction.

And the white colouring was given to light armour. lesigh
ItzPress Oct 31, 2024 @ 10:05am 
My thoughts are left on another thread regarding the Halt (Punisher) but in general since it's trying to do different jobs with different tubes, I wouldn't expect the damage-dealing mode to have impressive crowd control, since that's what the other tube is for, so that's why it has better AP. Keeping the mix of damage and CC separated is inherent seeming to the design; if it needs some form of changes I think a more productive topic direction would be making the two separate tubes better at what they do perhaps, if needed.

The Reprimand is reload-heavy, but good, and frankly has a lot of overall damage with 125 dmg, 25 round mags and 9 mags; that extra mag is what gives it an overall extra damage-dealing edge over other regular primaries. I'd like to see it be one-handed still, and wouldn't mind it losing a mag for that even. SMGs being one-handed generally seemed like a core theme, and would let you use it while moving better or with a shield, it's basically a UMP45 after all. As an overall damage-dealing weapon, it's just really good as expected.

Loyalist is good because it's a pocket Purifier, even if it has half the damage (seemingly?) and magazine capacity (though 4 mags is still nice). Just like the Purifier, you're meant to charge it, and shooting on demand is for urgent need when you are ok with giving up your ammo reserves.
Koala 4peace Oct 31, 2024 @ 10:10am 
Originally posted by Ewspne:
Originally posted by Wutever:

Armors - they prevent flinching from taking damage while aiming as advertised. Useful, but I don't think it's good enough to use just for the effect. Slap some recoil reduction, damage reduction or something on it. I like the looks though.

How did someone approve this without a secondary minor passive?
It would be good with a minor recoil reduction to play into the stagger reduction.

And the white colouring was given to light armour. lesigh
Or better handling. But that would kill the viper armours quite fast. XD

Thing is the "only one perk" theme for armors is becoming the normal and it's BS. The only acceptable ones are extra padding and the handling one (i don't count the melee bonus damage); the rest are situational at best.

Anyway, the fact that the SMG is not one handed and does not have a scope or is not particularly accurate kinda make it a worse adjudicator, even with better damage. Unless the durable damage is high i see little point on it.

The shotgun is unwieldly. It may be good if they give access for a hotkey to change modes on the fly, but as of now i have not seen anything to pick it over others. Far from it.

I have not tried the booster, but "situational" falls short to describe it. I hoped it would also give an overall boost to speed, even if small, so even with high HP drain it could be a "high risk, high reward" sort of thing, but no. No advantage over the stamina one, and picking both sounds over the top.

No idea about the pistol.
Last edited by Koala 4peace; Oct 31, 2024 @ 10:12am
Wutever Oct 31, 2024 @ 10:10am 
Originally posted by ItzPress:
My thoughts are left on another thread regarding the Halt (Punisher) but in general since it's trying to do different jobs with different tubes, I wouldn't expect the damage-dealing mode to have impressive crowd control, since that's what the other tube is for, so that's why it has better AP. Keeping the mix of damage and CC separated is inherent seeming to the design; if it needs some form of changes I think a more productive topic direction would be making the two separate tubes better at what they do perhaps, if needed.
I think the ammo itself is fine. Switching tubes is just too damn awkward. Since it does basically no damage you would want to use the stun in clutch situations to either keep enemies inside stratagems or get breathing room. Having to hold R for a solid second makes that very difficult to pull off.

Now that I think about it, the gun has the same exact problems as the real life equivalent of the Punisher - switching tubes is dumb and awkward.

Originally posted by Koala 4peace:
Thing is the "only one perk" for armors is becoming the normal and it's BS. The only acceptable ones are extra padding and the handling one (i don't count the melee bonus damage); the rest are situational at best.
No love for Democracy Protects? It's the one thing that can actually save you from a Strider's Doom Rocket.
Last edited by Wutever; Oct 31, 2024 @ 10:12am
RoosterBoy Oct 31, 2024 @ 10:11am 
the stamina enhancement perk merges with dead sprint and GREATLY reduces the health drain
Last edited by RoosterBoy; Oct 31, 2024 @ 10:11am
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Date Posted: Oct 31, 2024 @ 4:08am
Posts: 22