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I think fire needs a buff in general, honestly. I think fire needs to slow enemies somewhat (maybe about 30% or so), do a bit more damage (especially against medium-sized elite enemies - I'm okay with it not hurting tanks), and that would be enough.
The breaker, grenade launcher, and railgun need a nerf. The Laser weapons need a buff. The other weapons mostly need just some minor tweaks as far as I can tell (the "regular" shotgun needs more damage for example to justify its existence).
Do automatons really shoot through smoke? I haven't noticed that, but I also rarely use smoke. If so that's tough to hear, but it likely will be fixed as that sounds like a bug. If smoke actually works it would be very useful against automatons because there are tons of situations where them shooting you from a distance gets you murdered before you can escape.
All in all, I hope they actually make an effort to balance the weapons and stratagems in this game a bit. There aren't many major issues, but the handful of brokenly overpowered weapons combined with the handful of impotently weak weapons (with most things just being "okay" or situational) leads to less build diversity if you want to be optimal.
I've played Helldive many times now. I've tried all of these weapons, on multiple occasions, on various difficulties including Helldive.
I mean, the fact you have both MG's in C is pretty funny. When's the last time you used one? Probably when you first started, and forgot how good they actually are. Yeah they're kind of boring weapons but they're amazing. They actually have decent armor pen, good range and insane RPM obviously. They're like SMG's with fat mags and good range. They just get the job done.
If you haven't used one in a while, take it in a high difficulty mission. Let me know how much easier it was.
I mean, they only put it in C tier because the weapons they put above that are overpowered or broken (mostly - some I think are just okay). Clearly they don't think MGs are weak - it's just that they are weak compared to the overpowered alternatives.
Last game I played before everyone crashed was with the Stalwart, against automatons, on like difficulty 8.
It's not horrible, I don't want to say they are bad, C-tier doesn't mean unviable. But, it means you're missing an AT weapon. Missing an AT weapon on the highest difficulties means you are putting your team at a disadvantage.
Also it's just directly worse than the nade launcher. I do like them, but they aren't great.
It's a support weapon, a stratagem call in at level 20.
I have been repeatedly gaslit by people in steam discussions into giving the Flamethrower far too many attempts than it deserves. I must have used it 20 times in the harder difficulties in attempts to make it work. Changed my strats with it. Tried everything I could to see where people were saying 'it's useful'.
It isn't. The 'clear' against hordes is irrelevant when you could just use literally anything else. A machine gun. A grenade launcher. A breaker. Even the Liberator clears hordes faster with good aim and trigger discipline. The Flamethrower. Is. Bad.
I do not believe the breaker or the railgun needs nerfs. I think everything else needs buffs. The Breaker is the only firearm in the game that **feels** like a firearm, it **feels** like a shotgun should. The other weapons are just bad, and should be brought up.
Even if smoke worked, which it doesn't in my experience, it's made irrelevant by shields. The personal shield negates all of that 'getting shot while running' problem, and the only times I die now even on helldiver are from friendly fire, rockets, or random cannon shots.
Uh, but it doesn't? Take an EAT. Super fast calldown, low cooldown, you get two. You can plop it down and grab it not much slower than calling in an orbital strike, or plop it down pre-emptively. Grab it, fire it off, pick up your MG again.
Being versatile like that is a credit to the team.
And read my tier list on the EAT. The MG isn't valuable enough to justify taking it over the other AT weaponry. By **default** the grenade launcher is versatile.
The flamethrower has been useful to me, so I can only agree to disagree with you on this. I think it needs a buff in any case, so we are on the same page there.
I think your idea for balancing in general isn't ideal. If only 2 or 3 weapons are brokenly strong compared to everything else - it is far more difficult to balance the game by improving the strength of everything else as opposed to just nerfing those weapons.
How could you make the pump-action shotgun balanced vs the Breaker anyway? To be as effective numerically it would need to have 3x the damage per shot of what it currently has - it would need to be able to basically instantly kill many enemies and kill a charger in a weak spot shot with just like a couple of shots. I feel like that would make the game far too easy if every weapon could do that sort of thing - the Breaker makes the game easier than I feel is reasonable on a given difficulty level. I would rather the Breaker do about 200 instead of 300 damage per shot and fire slightly slower, and that the other shotgun be buffed to maybe 400 damage or so and reload a bit faster (or maybe have a wider spread for individual shots so it can hit multiple enemies more reliably).
The Breaker lets you easily and without skill wipe out entire hordes of enemies with ease. That isn't making it **feel** like a firearm - that makes enemies trivial when using it.
The Railgun I don't really think needs much of a nerf - I would make it take slightly longer to charge and that would be fine (so it's actually a risk to use in a hectic fight).
The Grenade Launcher has so much utility that I don't know of a way to balance it besides limiting its ammo and perhaps lowering the radius of its explosions a bit. It still would need to be strong or else it would feel useless, though.
Man, we're just playing different games I think. You do at least realize that the EAT is MEANT to be used in tandem with another calldown weapon, right? The fire and forget then drop makes it obvious. When you need AT, it's there. Otherwise you continue using your other calldown weapon, like an MG for instance. That's versatility.
Why is the EAT even bad to you? Not enough ammo? It's not designed like that. If I had a guy in my squad mowing down all the things with an MG when needed, THEN popping out AT rounds I'd be glad. That's multi-role, with some caveats obviously. If you're just running around with an EAT on your shoulder all the time you're using it wrong.
Because it's taking up the slot of something more valuable. I'd rather take an extra call in than an EAT if I want to use the MG. A sentry turret is superior in firepower output. 500kg bomb with max upgrades (you get 2) is 10,000x better than the EAT.