HELLDIVERS™ 2

HELLDIVERS™ 2

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killtastic201 Sep 20, 2024 @ 11:49am
the sterilizer is *horrible*
a support weapon that stuns bugs and makes them kind derp out is just... horrible. its a straight up worse flamethrower in basically every way. The patch was good, but I just can't fathom why AH continues to release warbonds with genuinely very untested, bad content. like as a backpack slot, sure whatever, lol. as a core support weapon that I'm expected to build around? forget about it, lmfao. the gas grenade is atleast decent. something between a stun grenade and a incendiary, good for terminids.. but seriously the premier weapon of this warbond is a complete *joke*.... if it's going to be different than the flamethrower why not seriously upgrade the range, and the CC to a true stun?
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Showing 1-15 of 25 comments
Get Donked On Sep 20, 2024 @ 11:53am 
also gotta keep in mind it has no area denial so its not even as good at CC as the flamethrower is. (fire puddles)
Last edited by Get Donked On; Sep 20, 2024 @ 11:53am
Pronnu Sep 20, 2024 @ 12:00pm 
It'll get reworked. Gas grenade is the new stun grenade. CCs along with damage over time.
Personally I like how Dog Breath moves away from you to spray it's gas. I wish Rover were as considerate.
Maybe we can get a flamethrower drone next. "Hot Dog."
spice_ Sep 20, 2024 @ 12:01pm 
hopefully AH will buff it bcz yeah its really trashy rn
SilentSymphony Sep 20, 2024 @ 12:09pm 
Can't buff this into relevance, Could restore the old mechanic and it would be great.

The developer must be allergic to money.
Pronnu Sep 20, 2024 @ 12:38pm 
Originally posted by SilentSymphony:
Can't buff this into relevance, Could restore the old mechanic and it would be great.

The developer must be allergic to money.
They could add a mechanic where something hit by the gas immediately staggers slightly. Or at least is slowed down until a stagger is applied.
Tahla Sep 20, 2024 @ 12:49pm 
The only way to make the Sterilizer relevant would be to make it's CC last until the enemy is killed if it doesn't get any form of gas or sludge puddles that re-apply the CC. If you kill it, it's dead and it can't do anything anymore, if you gas it it should stay blind until killed, eyes and sensors don't magically regenerate. Maybe make that a Sterilizer and Dog Breath exclusive mechanic to not make gas grenade and orbital too OP, but I'm not sure they can separate effects.
GHDW Sep 20, 2024 @ 12:54pm 
Is the TTK reduced for weaker weapons while the gas effect is active on the target?
Perhaps the methodology is to fart first then fire something else instead of waiting for DOT to finish the job.
Tahla Sep 20, 2024 @ 1:05pm 
Originally posted by GHDW:
Is the TTK reduced for weaker weapons while the gas effect is active on the target?
Perhaps the methodology is to fart first then fire something else instead of waiting for DOT to finish the job.
No, it does not affect armor at all. It only blinds and confuses enemies.
SilentSymphony Sep 20, 2024 @ 1:10pm 
I was already on the fence before i found out its nerfed out of the box.
StaunchStache Sep 20, 2024 @ 1:13pm 
It really needs something more.
It doesn't have to be raw damage though, I like the idea of a support support weapon.

Plenty of possibilities here:
- Giving some lasting AoE gas to the stream, to slow an enemy advance;
- Greater range for safer pest control;
- Longer-lasting effect, not just the dot but the confusion, it's very short as is;
- Special interactions with other elements, like lighting the gas on fire DRG-style;
- Lowering the armor rating of enemies affected by the gas, that thing is (was?) supposed to be corrosive after all.
Last edited by StaunchStache; Sep 20, 2024 @ 1:13pm
Derplord Sep 20, 2024 @ 1:13pm 
Originally posted by killtastic201:
a support weapon that stuns bugs and makes them kind derp out is just... horrible.

:TheD::ered::rdlogo::P:
Get Donked On Sep 20, 2024 @ 1:26pm 
honestly if the armor passive was 100% dmg reduction having it create gas clouds that linger could make it very viable just a slight dmg bump so it can at least kill scavies in less than 1 second and it would honestly be a pretty good weapon.

Ive also heard peeps throw around making the gas flammabe for wombo combos but idk if i like that idea as i assume that would also remove the gas instantly negating the CC again unless it does ass loads of dmg. granted it would result in a lot of whacky funny deaths if theres a flamethrower guy on your team but I think overall probs not a good idea.

honestly half my issue rn is all the elemental armor passives being so much wasted potential it makes me so sad every time I see them in my armory and have to bring the objectivly better medic armor again unless i wanna gimp myself.
Last edited by Get Donked On; Sep 20, 2024 @ 1:28pm
DUNK Sep 20, 2024 @ 1:33pm 
medic armor is probably my least used armor, you don't have to use it. honestly, if you need more than 4 stims at a time you need to work on your gameplay anyway. the damage you take from gas while using the armour is insanely small already, it doesn't need to be 100%
Last edited by DUNK; Sep 20, 2024 @ 1:34pm
Get Donked On Sep 20, 2024 @ 1:44pm 
Originally posted by John Helldiver:
medic armor is probably my least used armor, you don't have to use it. honestly, if you need more than 4 stims at a time you need to work on your gameplay anyway. the damage you take from gas while using the armour is insanely small already, it doesn't need to be 100%

Let me ask you tho how often do you run around at less than 90%hp and not imeadiatly stim?
both fire and gas with the passives equipped will most likely still result in you stimming after unless you wanna get 1 tapped by literally everything else so let me ask you if i have to stim anyways whilst using DoT why would i not just bring 2 more stims and make it so my stims last longer so i can deal with more DoT oopsies?
realisticly all that would change with 100% is you not having to waste a stim and actually having more gameplay options.
Now you still gotta get out of the fire puddles/gas whilst wearing the relevant armor passive so you have the same gameplay loop as with medic armor just slightly longer before you need to use a stim anyways.

Also good for you that you arent using medic armor but the only people on the bug front ive seen not run medic armor atm in my last 10 games have all been using shieldpacks wich isnt exactly a great adevertisement for the rest of the armors. and very very rarly the extra padding passive. granted this is also due to the insanly fast limb breaking bt ive seen 0 flamethrower users with the fire resist armor.

its slightly less worse on the bot front as there at least i see the limb+throw range armor and someties the explosive resist or extra padding. but its still the shield bubble meta again due to the insane volume of fire coing your way at high diffs
Last edited by Get Donked On; Sep 20, 2024 @ 1:45pm
Pimpin Pippin Sep 20, 2024 @ 1:49pm 
it seems the gas weapons were made before the 60-day buff patch.

so the gas weapons are still part of the old garbage unfun design meta.
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Date Posted: Sep 20, 2024 @ 11:49am
Posts: 25