HELLDIVERS™ 2

HELLDIVERS™ 2

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Plas-39 Accelerator: The problem
People keep blaming its burstfire and wanting a semi mode. That's not going to happen. That's also not the real issue with the weapon.

Couple patches back, remember that major plasma weapon mechanic rework? Yeah it fuarrrked this rifle in the arse.

You lose 36% damage at 25 meters

You lose 68% at 100 meters

Asking for its fundamental mechanics to be changed is falling on deaf ears. Arrowhead has published their core tenets for crossover content and one of them is to be faithful to the original. This rifle will only ever be in burstfire.

The burst is NOT the problem. The damage falloff IS the problem.

Signal boost the damage falloff problem if you want it to be an actually good gun. This is what ArrowHead is going to seriously consider. NOT any unfaithful alt firemodes.
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Showing 31-40 of 40 comments
Midas Jan 19 @ 10:01am 
The burst is definitely also a problem. One of the reasons stuff like the DCS works well is because it can still be used like a battle rifle to take out other enemies. The change to not require charging is one of the things that catapulted the Purifier from garbage to amazing. Being FORCED to charge up and FORCED to use so much ammo with every shot is absolutely a bad thing, and the weapon would be objectively better if you had the option not to.
Originally posted by Midas:
The burst is definitely also a problem. One of the reasons stuff like the DCS works well is because it can still be used like a battle rifle to take out other enemies. The change to not require charging is one of the things that catapulted the Purifier from garbage to amazing. Being FORCED to charge up and FORCED to use so much ammo with every shot is absolutely a bad thing, and the weapon would be objectively better if you had the option not to.

The problem is because that's how the weapon performed in killzone 2 so if they changed it, it wouldn't be that weapon.

I could cope with the burst, if the damage was better at range, but it's not so into the garbage bin it goes.
Midas Jan 19 @ 10:07am 
Originally posted by Another Russian Bot:
Originally posted by Midas:
The burst is definitely also a problem. One of the reasons stuff like the DCS works well is because it can still be used like a battle rifle to take out other enemies. The change to not require charging is one of the things that catapulted the Purifier from garbage to amazing. Being FORCED to charge up and FORCED to use so much ammo with every shot is absolutely a bad thing, and the weapon would be objectively better if you had the option not to.

The problem is because that's how the weapon performed in killzone 2 so if they changed it, it wouldn't be that weapon.

I could cope with the burst, if the damage was better at range, but it's not so into the garbage bin it goes.

I don't see how it wouldn't be that weapon, it still can be used that way. I doubt the WASP was backpack-fed in Killzone 2, but it didn't stop them from changing that.
Originally posted by Midas:
Originally posted by Another Russian Bot:

The problem is because that's how the weapon performed in killzone 2 so if they changed it, it wouldn't be that weapon.

I could cope with the burst, if the damage was better at range, but it's not so into the garbage bin it goes.

I don't see how it wouldn't be that weapon, it still can be used that way. I doubt the WASP was backpack-fed in Killzone 2, but it didn't stop them from changing that.

I didn't play Killzone myself but it has the same firing modes from looking at the wiki. I assume it didn't have a backpack either but I'm unsure. It was also usually mounted in killzone apparently so why they didn't give us an option to put on the FRVs I have no idea.

Still, point taken but I feel that changing the intrinsic firing nature of the gun alters it beyond what it would have been in killzone moreso that adding a backpack. Personal opinion though.
Chaos Jan 19 @ 10:26am 
All this could've been avoided if AH just choose a better 'Sniper" from KZ collab to do it.
It was a stupid in KZ and it's also stupid here.

Nah, actually it got even worst here due to the insane plasma damage falloff in HD2.

It's actually impressive how ♥♥♥♥♥♥ up in so many way that KZ collab was.
Ddinosaur Jan 19 @ 10:44am 
Originally posted by Creatures Lie Here:
Originally posted by Tahla:
Small tweaks is all we can hope for since Pilestedt already said this:

https://www.reddit.com/r/Helldivers/comments/1hqpph6/comment/m4tnawc/
I thought the devs are vets or something? How does a former crayon eater not know the basics of ballistics, or Snipers 101? It doesn't take a genius to understand that "snipers in video games" do extra damage, #1 for balance reasons, and #2 to represent a sniper's extra barrel length equating to greater penetrating power against an armored target.
Fun fact, any bullet can become armor-piercing if you put enough velocity behind it. There was a dedicated anti-tank rifle that shot lead projectiles at armored targets, it just smacked their armor so hard that it would create seismic shock/poke holes in the armor due to shearing forces, not because it penetrated the armor itself.

I'm starting to wonder if these guys made it in the military for any span of time whatsoever...

I'm a civvie and it seems I know more about weapons of war than these guys ever did.

Edit: Lmao and the comment just above this one proves how full of dog**** that redditor-dev is. They will invent new weapons using the same or almost exactly the same caliber/cartridge size as other weapons, but then give the new weapons wildly different stats and different levels of penetration for seemingly-no-reason. Even though these devs are saying "wah wah it's not realistic that snipers do more damage, it's the same bullet!1!1", they'll happily add the Reprimand with its' nonsense stats to the game. The devs wanna have their cake and eat it too.
Gee, it's almost like video games divorce their firearms logic from reality in order to improve the player experience, and you shouldn't be making excuses for why your **** isn't balanced because everyone's a hypocrite at some point in time, it's just a matter of waiting until you've made yourself look like an idiot online if one cannot remain humble or recognize the flaws in their own logic. See example A-Z, the Arrowhead devs' hilarious social media quotes.

I think you need to find a different game, you care too much and that's when you start to hate it
If they noticeably increased the damage and/or armor penetration, then the Accelerator could become a pretty fun niche pick while staying true to its original function.

With very high damage in exchange for poor ammo economy and a charge-up time, it could become the sort of primary you bring with a Stalwart/MG-43 and/or a supply pack.

As it stands, it simply cumulates too many downsides to compete with anything other than the Constitution.
ItzPress Jan 19 @ 9:43pm 
It seems to be a trend (so far?) that anything beyond a marksman rifle and properly a "sniper rifle" is something that spins up the usual formula; the Eruptor fires frags and the Accelerator here fires in bursts, and these all deliver that damage well for being fired more sporadically and unlike a marksman rifle. They fire more slowly or deal with less enemies in a magazine while marksman rifles are made to be more repeatable in their loading and firing. I don't mind this uniqueness pertaining to these sniper rifles in their focus of strong damage delivery on a single point with skillful aim.

Keeping the small mag is okay both for theme and to keep it a sniper focus, it just needs more pros to help offset the cons, so it as aforementioned needs that effective-range boost mainly, and then could also use a mixture of more damage or more extra ammo or faster reloads, so it actually does well in the confined area it's made to deliver in.

While it does compete with the Purifier, the Purifier is overtuned and I wouldn't be surprised if it got nerfed eventually (and this is coming from someone who used it near day one) so it doesn't need to be too buffed if its competition will go down later.
Last edited by ItzPress; Jan 19 @ 9:47pm
Originally posted by Gundug:
I feel that the AR-61 should have a higher push value and stagger force than the other two, and the BR-14 should have the stagger force of the MG-43.
Stagger force is bad on spammy precision weapons that require follow-up shots. accelerator is the poster child of this. DCS is also annoying for this reason (and a reason why you may consider base dilly instead)
Last edited by ⛑️💉zidj; Jan 19 @ 10:01pm
Gundug Jan 20 @ 4:16am 
Originally posted by zidj ⛑️💉:
Originally posted by Gundug:
I feel that the AR-61 should have a higher push value and stagger force than the other two, and the BR-14 should have the stagger force of the MG-43.
Stagger force is bad on spammy precision weapons that require follow-up shots. accelerator is the poster child of this. DCS is also annoying for this reason (and a reason why you may consider base dilly instead)

I find the benefit of keeping the target from shooting back outweighs having to take a little longer on the second shot. As a Diligence CS user, I encounter this situation all the time. Once I am putting shots on an Overseer, it is doing nothing but continuing to be shot. This can be especially noticeable with weapons like a Stalwart that have little push back when facing large swarms, of Voteless, for instance, where even though a player may be pouring fire into them, the enemy continues advancing and may eventually overwhelm the player. Weapons that have more push back like the MG-43 will quite easily keep the same swarms from reaching the player.
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Date Posted: Jan 1 @ 3:14pm
Posts: 40