HELLDIVERS™ 2

HELLDIVERS™ 2

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Cloud Roller Oct 25, 2024 @ 1:15am
Reinforced Scout Strider
Anyone think the missiles it fires, although easy to dodge and can just be shot off the rails they sit on, should have their force from exploding, or at least base damage, reduced? I get they're supposed to be a challenge on higher difficulties, but comparing their missile size to barrage tanks missiles (I heard someone say the missiles are practically the same when it comes to stats) I doubt Reinforced Scout Strider missiles should do both similar damage (direct hit can instantly kill you, but in blast radius, I don't think so, especially with blast resistance) and send you flying with such great force compared to barrage tank missiles, especially when you get sent flying towards the enemies you're trying to avoid getting shot from.

What do you all think about the missiles though? Should they have their base damage/force from blast radius reduced or fine as they are?
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Showing 1-8 of 8 comments
Brother Belial Oct 25, 2024 @ 1:17am 
Rag doll force, yes, it shouldn't blow you out of cover through cover. overall damage? No, it's a missile you should die from a direct hit.
Cloud Roller Oct 25, 2024 @ 1:22am 
Originally posted by Brother Belial:
Rag doll force, yes, it shouldn't blow you out of cover through cover. overall damage? No, it's a missile you should die from a direct hit.
Exactly. I think only time it should kill you is a direct hit, regardless of armor. If it's point blank, even in light armor at full health, you should survive, but be almost dead. As for the force, here's a scenario that happened:

I get stuck between a rock and wall on the map and couldn't get out (fix this already, AH). I asked a teammate to melee me because we were out of time. He hits me out of the rock and we make a run for the Pelican as two of our guys got in. A Scout Strider missile hits thr Pelican, sending us off the cliff side and to the crowd of bots. I die from impact and my other teammate gets mowed down and we lost alot of samples.

We were denied part of the victory because of how much force those damn missiles have, sending our ragdolls flying
I get that there needs to be difficulty at bots 8+ but the rockets on the reinforced striders are ridiculous. The armor on them is fine. The "weakpoint" for light-penetration weapons is dubious, because if the rockets are all fired, there is no weakpoint anymore. And sometimes it's hard to tell if the rockets are even there. A black rocket on a black rack on a black robot is awful for communicating whether or not it even has a weakpoint.

The rocket itself is a guaranteed 1-shot straight on and isn't telegraphed. You just need to be paying attention to every active strider nearby and take them out fast enough before they fire. That's annoying but not so bad until the hard boulder you're hiding behind is rendered useless because rocket concussive force will send you flying even behind hard cover, which is a ridiculous engine bug I'm convinced. There's no reason there should be a huge concussive force that throws you out of cover without destroying that cover or damaging you significantly.
I usually take more damage from being ragdolled so hard by the blast than the actual explosion itself. Very much could do with a little tweak. As for the missiles as a light ap "weakpoint", I would suggest possibly lowing the armor even lower so light weapons do more damage to it and maybe making the missiles a different color like red (the usual weakspot of most bots) to stand out as a better "I still have missiles here" for better clarity.
Cloud Roller Oct 25, 2024 @ 1:43am 
Originally posted by Hand's Hermit Permit:
I get that there needs to be difficulty at bots 8+ but the rockets on the reinforced striders are ridiculous. The armor on them is fine. The "weakpoint" for light-penetration weapons is dubious, because if the rockets are all fired, there is no weakpoint anymore. And sometimes it's hard to tell if the rockets are even there. A black rocket on a black rack on a black robot is awful for communicating whether or not it even has a weakpoint.

The rocket itself is a guaranteed 1-shot straight on and isn't telegraphed. You just need to be paying attention to every active strider nearby and take them out fast enough before they fire. That's annoying but not so bad until the hard boulder you're hiding behind is rendered useless because rocket concussive force will send you flying even behind hard cover, which is a ridiculous engine bug I'm convinced. There's no reason there should be a huge concussive force that throws you out of cover without destroying that cover or damaging you significantly.
Ikr?? Plus, to already blow up the rocket on the rack, you have to shoot a very thin red line on the side of it. Miss and only shoot the missile, you break the entire rack. Sure, fewer problems, but I don't get how some weapons don't just set the missile off and instead just destroy the rack. Makes no sense at times
Last edited by Cloud Roller; Oct 25, 2024 @ 1:44am
Originally posted by Cloud Roller:
Originally posted by Hand's Hermit Permit:
I get that there needs to be difficulty at bots 8+ but the rockets on the reinforced striders are ridiculous. The armor on them is fine. The "weakpoint" for light-penetration weapons is dubious, because if the rockets are all fired, there is no weakpoint anymore. And sometimes it's hard to tell if the rockets are even there. A black rocket on a black rack on a black robot is awful for communicating whether or not it even has a weakpoint.

The rocket itself is a guaranteed 1-shot straight on and isn't telegraphed. You just need to be paying attention to every active strider nearby and take them out fast enough before they fire. That's annoying but not so bad until the hard boulder you're hiding behind is rendered useless because rocket concussive force will send you flying even behind hard cover, which is a ridiculous engine bug I'm convinced. There's no reason there should be a huge concussive force that throws you out of cover without destroying that cover or damaging you significantly.
Ikr?? Plus, to already blow up the rocket on the rack, you have to shoot a very thin red line on the side of it. Miss and only shoot the missile, you break the entire rack. Sure, fewer problems, but I don't get how some weapons don't just set the missile off and instead just destroy the rack. Makes no sense at times

See this is the first I'm hearing of this, and I've been shooting those bots since they were released. Sometimes the rack would fall off and do no damage to the bot, and sometimes it would blow up, and I'd have no idea what the difference was. They're about as opaque as mud. Pretty bad design.
Last edited by Hand's Hermit Permit; Oct 25, 2024 @ 1:47am
EvilZombie (Banned) Oct 25, 2024 @ 2:29am 
they are the reason why light weapons become useless just too many of them their weakspot is annoying if their rocket is out you cant kill it with light pen weapons
Last edited by EvilZombie; Oct 25, 2024 @ 2:29am
Chaos Oct 25, 2024 @ 2:37am 
I don't mind the damage, the ragdoll is too crazy tho but that just physic issues in this game in general, but they need to fix the bug that make shooting the missle don't explode the thing and instant kill strider tho.
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Date Posted: Oct 25, 2024 @ 1:15am
Posts: 8