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raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


There's a new patch out, TON of good looking changes:

🛠️ PATCH 01.000.300 ⚙️
🌍 Overview
For this patch, we have made improvements and changes to the following areas:
Balance changes to weapons, stratagems, and enemies
Change to the Spread Democracy mission
⚖️ Balancing
General
Armors with armor rating above 100 now also reduce damage on headshots.
Victory poses will now only play for the extracted. (No stolen valor on my ship.)

Primary, Secondary, & Support Weapons
CB-9 Exploding Crossbow
Slightly smaller explosion
Increased stagger
Decreased number of maximum mags from 12 to 8
Increased number of magazines received from resupply from 6 to 8
Slight reduction in ergonomics
Muzzle velocity increased
LAS-99 Quasar Cannon
Increased recharge time by 5 seconds

BR-14 Adjudicator
Full auto is now the default fire mode
Reduced recoil
Increased maximum mags from 6 to 8
Increased number of magazines received from resupply from 6 to 8
Now placed amongst assault rifles
Laser Cannon
Slightly increased damage
Slightly reduced damage versus large volume bodies
SG-8P Punisher Plasma
Decreased maximum mags from 12 to 8
Increased amount of magazines received from resupply from 6 to 8
Increased projectile speed, but will still keep a similar range
Decreased damage falloff on the explosion
Now placed in the energy weapons category
ARC-12 Blitzer
Increased shots per minute from 30 to 45
Now placed in the energy weapons category
R-36 Eruptor
Decreased number of maximum mags from 12 to 6
Explosion damage drops off slightly faster
LAS-16 Sickle
Decreased amount of magazines from 6 down to 3
Scythe
Increased damage from 300 to 350
Decreased max number of mags from 6 down to 4
Railgun
Increased armor penetration in both safe mode and unsafe mode
Stagger force slightly reduced
MG-101 Heavy Machine Gun
Third person crosshair enabled

Diligence Counter Sniper
Damage increased from 128 to 140
Ergonomics improved
Diligence
Damage increased from 112 to 125
P-19 Redeemer
Slight increase in recoil
Peacemaker
Increased damage from 60 to 75
Senator
Increased damage from 150 to 175
Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably

Dagger
Increased damage from 150 to 200
Liberator
Damage increased from 55 to 60
Liberator Concussive
Damage increased from 55 to 65
Dominator
Damage decreased from 300 to 275
Guard Dog Rover
Decreased damage by 30%
Guard Dog
Slight increase in damage
Burning damage reduced by 15%
Stratagems
Machinegun Sentry
Increased health to match other Sentries
Tesla Tower
Increased health by 33%

Enemies
Balancing adjustments have been made to
Bile Spewer and Nursing Spewers movespeed slightly reduced
Hulks: Force required for them to stagger slightly increased
Hulk Scorcher direct flamethrower damage reduced by 20%
Devastator fire rate slightly increased (only the standard devastator)
Gunships sideways movement slightly increased
Scout strider Riders now less vulnerable to explosions
Fog Generators health and armor increased
Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.

Enemy Patrols
Balancing adjustment to patrol spawning.
Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

🎮 Gameplay
Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
When readying up, Helldivers now salute to ensure maximum democratic readiness.
Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.

🔧 Fixes
Crash Fixes.
Fixed crash that could occur when host abandoned mission with squad.
Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
Fixed crash that could occur for all players after or during mission results screen.
Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
Fixed Superior Packing Methodology ship module not working properly.
Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.
Fixed issue where players could not navigate to the search results in the Social Menu.
Fixed some issues where items equipped in a Warbond were not actually equipped.
Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
Fixed some stratagem beams using incorrect color-coding.
Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was i* inserted, but before the reload was completed.
Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
Fixed issues where Automaton Gunships sometimes could not see the player.
Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
Fixed issue where Hellbombs would not deploy on certain missions
Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
Fixed issue where Hellpod Space Optimization made ammo go above capacity.
Fixed issue where Stalkers became very visible in fog
Mines are now pingable for better coordination with your team.
Receiving friend requests now gives the player a pop up.
Improved readability of prompts and hints displayed in the tutorial and onboarding.
Total experience is now visible in the career tab.
Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.
Keybinds bound to numpad will no longer reset upon restart.
Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.
Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.
APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.
Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.
"Open Text Chat" is now rebindable.
Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
Disabled the squad invites during the tutorial which caused an overlap in the UI.
Fixed Primary and Secondary weapons overlapping on the character model in the armory.
Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.
Report and block player is now visible in the squad menu.
Dead Scavengers now stop screaming for help if killed while calling in reinforcements.
Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.
RL-77 Airburst Rocket Launcher
Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius
Added reload stage for the Spear reload after the spent missile had been discarded.
🧠 Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
Reinforcement may not be available for some players who join a game in progress.
Helldiver may be unable to stand up from crouching when surrounded by enemies.
Game may crash if the host leaves while dead and rejoins the same play session.
Game may crash if the player changes the text language while on a mission.
Various issues involving friend invites and cross-play:
Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
Cross-platform friend invites might not show up in the Friend Requests tab.
Players cannot unfriend players befriended via friend code.
Players cannot unblock players that were not in their Friends list beforehand.
Players may experience delays in Medals and Super Credits payouts.
Enemies that bleed out do not progress Personal Orders and Eradicate missions.
Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
Arc weapons sometimes behave inconsistently and sometimes misfire.
Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
Stratagem beam might attach itself to an enemy but it will deploy to its original location.
Explosions do not break your limbs (except for when you fly into a rock).
Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
Planet liberation reaches 100% at the end of every Defend mission.

raverrn fucked around with this message at 10:27 on Apr 29, 2024

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Infinitum
Jul 30, 2004


Patch dispatch from High Command
For this patch we bring you a number of adjustments fixes and improvements do aid your democratic endevours

Overview
For this patch, we have made improvements and changes to the following areas:
Balance changes to weapons, stratagems, and enemies
Change to the Spread Democracy mission


======================================
Balancing

General
    Armors with armor rating above 100 now also reduce damage on headshots.
    Victory poses will now only play for the extracted. (No stolen valor on my ship.)
    Burning damage reduced by 15%

Primary, Secondary & Support Weapons
    CB-9 Exploding Crossbow
    Slightly smaller explosion
    Increased stagger
    Decreased number of maximum mags from 12 to 8
    Increased number of magazines received from resupply from 6 to 8
    Slight reduction in ergonomics
    Muzzle velocity increased

    LAS-99 Quasar Cannon
    Increased recharge time by 5 seconds

    BR-14 Adjudicator
    Full auto is now the default fire mode
    Reduced recoil
    Increased maximum mags from 6 to 8
    Increased number of magazines received from resupply from 6 to 8
    Now placed amongst assault rifles

    LAS-98 Laser Cannon
    Slightly increased damage
    Slightly reduced damage versus large volume bodies

    SG-8P Punisher Plasma
    Decreased maximum mags from 12 to 8
    Increased amount of magazines received from resupply from 6 to 8
    Increased projectile speed, but will still keep a similar range
    Decreased damage falloff on the explosion
    Now placed in the energy weapons category

    ARC-12 Blitzer
    Increased shots per minute from 30 to 45
    Now placed in the energy weapons category

    R-36 Eruptor
    Decreased number of maximum mags from 12 to 6
    Explosion damage drops off slightly faster

    LAS-16 Sickle
    Decreased amount of magazines from 6 down to 3

    LAS-5 Scythe
    Increased damage from 300 to 350
    Decreased max number of mags from 6 down to 4

    RS-422 Railgun
    Increased armor penetration in both safe mode and unsafe mode
    Stagger force slightly reduced

    MG-101 Heavy Machine Gun
    Third person crosshair enabled

    63CS Diligence Counter Sniper
    Damage increased from 128 to 140
    Ergonomics improved

    R-63 Diligence
    Damage increased from 112 to 125

    P-19 Redeemer
    Slight increase in recoil

    P-2 Peacemaker
    Increased damage from 60 to 75

    P-8 Senator
    Increased damage from 150 to 175
    Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably

    LAS-7 Dagger
    Increased damage from 150 to 200

    AR-19 Liberator
    Damage increased from 55 to 60

    AR-23C Liberator Concussive
    Damage increased from 55 to 65

    JAR-5 Dominator
    Damage decreased from 300 to 275

    AX/AR-23 Guard Dog
    Decreased damage by 30%

    RL-77 Airburst Rocket Launcher
    Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers
    Reduced proximity radius


Stratagems
    A/MG-43 Machinegun Sentry
    Increased health to match other Sentries

    A/ARC-3 Tesla Tower
    Increased health by 33%

    FAF-14 Spear
    Added reload stage reload after the spent missile had been discarded

    RL-77 Airburst Rocket Launcher
      Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
      Reduced proximity radius
      Added reload stage for the Spear reload after the spent missile had been discarded.


Enemies
    Bile Spewer and Nursing Spewers movespeed slightly reduced
    Hulks: Force required for them to stagger slightly increased
    Hulk Scorcher direct flamethrower damage reduced by 20%
    Devastator fire rate slightly increased (only the standard devastator)
    Gunships sideways movement slightly increased
    Scout strider Riders now less vulnerable to explosions
    Fog Generators health and armor increased
    Gunship spawners now have a much lower cap on how many gunships they can have active at the same time


Enemy Patrols
    Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties


Gameplay
    Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
    Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
    The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
    When readying up, Helldivers now salute to ensure maximum democratic readiness.
    Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
    Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.

======================================
Fixes

Crash fixes
    Fixed crash that could occur when host abandoned mission with squad.
    Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
    Fixed crash that could occur for all players after or during mission results screen.
    Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
    Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
    Fixed Superior Packing Methodology ship module not working properly.
    Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.
    Fixed issue where players could not navigate to the search results in the Social Menu.
    Fixed some issues where items equipped in a Warbond were not actually equipped.
    Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
    Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
    Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
    Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
    Fixed some stratagem beams using incorrect color-coding.
    Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
    Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
    Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
    Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
    Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
    Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was inserted, but before the reload was completed.
    Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
    Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
    Fixed issues where Automaton Gunships sometimes could not see the player.
    Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
    Fixed issue where Hellbombs would not deploy on certain missions
    Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
    Fixed issue where Hellpod Space Optimization made ammo go above capacity.
    Fixed issue where Stalkers became very visible in fog
    Mines are now pingable for better coordination with your team.
    Receiving friend requests now gives the player a pop up.
    Improved readability of prompts and hints displayed in the tutorial and onboarding.
    Total experience is now visible in the career tab.
    Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.
    Keybinds bound to numpad will no longer reset upon restart.
    Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.
    Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.
    APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.
    Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.
    "Open Text Chat" is now rebindable.
    Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
    Disabled the squad invites during the tutorial which caused an overlap in the UI.
    Fixed Primary and Secondary weapons overlapping on the character model in the armory.
    Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.
    Report and block player is now visible in the squad menu.
    Dead Scavengers now stop screaming for help if killed while calling in reinforcements.
    Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.


Known Issues
    Various issues involving friend invites and cross-play
    Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
    Cross-platform friend invites might not show up in the Friend Requests tab.
    Players cannot unfriend players befriended via friend code.
    Players cannot unblock players that were not in their Friends list beforehand.

    Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
    Reinforcement may not be available for some players who join a game in progress.
    Helldiver may be unable to stand up from crouching when surrounded by enemies.
    Game may crash if the host leaves while dead and rejoins the same play session.
    Game may crash if the player changes the text language while on a mission.
    Players may experience delays in Medals and Super Credits payouts.
    Enemies that bleed out do not progress Personal Orders and Eradicate missions.
    Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
    Arc weapons sometimes behave inconsistently and sometimes misfire.
    Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
    Stratagem beam might attach itself to an enemy but it will deploy to its original location.
    Explosions do not break your limbs (except for when you fly into a rock).
    Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
    Planet liberation reaches 100% at the end of every Defend mission.


May democracy favor you Helldivers
Release Captain Carlberg signing off

Sindai
Jan 24, 2007
i want to achieve immortality through not dying
Honestly that's....a lot less than I was expecting for some of the weapon buffs. I guess the Diligence CS will feel good if it can now headshot devastators at a reasonable range. Poor Scythe though.

Unfortunately spear fixes didn't make it in, but at least the Senator is now my forever secondary.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
What if I enjoyed loading every round individually though? :(

Infinitum
Jul 30, 2004


Insert name here posted:

What if I enjoyed loading every round individually though? :(

You'd be wrong
https://www.youtube.com/watch?v=-NuX79Ud8zI

Icedude
Mar 30, 2004

lmao at a 14 second cooldown on Queso. It didn't need that.

Not accidentally climbing on top of the resupply pod every time I sprint into it is going to be nice, at least.

Sindai posted:

Poor Scythe though.

How so? It got a decent buff, I thought. Mag count barely matters for it.

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Icedude posted:

lmao at a 14 second cooldown on Queso. It didn't need that.

It's still the most capable anti-tank by a mile - 3 shots per minute compared to the EAT at 1.6 and the RR at like less than 1.

Sindai
Jan 24, 2007
i want to achieve immortality through not dying

Icedude posted:

How so? It got a decent buff, I thought. Mag count barely matters for it.
At 350 damage it's still in contention for the lowest DPS primary in the game. I tried using it again the other day since there's that one guy in the thread who insists it's good against bugs. That was a mistake. It was awful.

For reference the Sickle (at ~690) now does slightly less than double that DPS, instead of the slightly more it did before.

500 DPS for the Scythe and 300 for the Dagger probably still wouldn't be overpowered.

Sindai fucked around with this message at 10:55 on Apr 29, 2024

Infinitum
Jul 30, 2004


Wtf is a "Fog Generator"?

Do they mean a Spore Tower?

piano chimp
Feb 2, 2008

ye



Insert name here posted:

What if I enjoyed loading every round individually though? :(

You can still do that. The speedloader is only used when you have an empty cylinder.

Icedude
Mar 30, 2004

quote:

Dead Scavengers now stop screaming for help if killed while calling in reinforcements.

Wait, does this mean we can actually prevent bug breaches now?

Sindai posted:

At 350 damage it's still in contention for the lowest DPS primary in the game. I tried using it again the other day since there's that one guy in the thread who insists it's good against bugs. That was a mistake. It was awful.

For reference the Sickle now does slightly less than double that DPS, instead of the slightly more it did before.

Yeah, against the bugs it's a recipe for being eaten by hunters. I've actually had some good outings with it against bots recently, as it's pretty nice for burning devastator heads, so some more damage will make it even better there.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
Yeah looks to me like they took the Quasar behind the shed and gave it the Old Yeller treatment

Sindai
Jan 24, 2007
i want to achieve immortality through not dying
I'm very curious what exactly "large volume bodies" means in the laser cannon change.

edit: CM says "more damage to chaff enemies and small entities, less damage to large and heavy enemies as it's meant to be a crowd clearing weapon"

Sindai fucked around with this message at 11:05 on Apr 29, 2024

GruntyThrst
Oct 9, 2007

*clang*

Autocannon now even more important against bots to deal with Scout Striders

Sindai
Jan 24, 2007
i want to achieve immortality through not dying
That depends a lot on just how much better scout striders are at resisting explosives.

If it no longer easily one shots them AMR actually kind of dethrones it since you can leg them with one shot.

SplitSoul
Dec 31, 2000

quote:

Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.

Thank Democracy.

Infinitum
Jul 30, 2004


Make resupplies unclimbable

bandaid.friend
Apr 25, 2017

:obama:My first car was a stick:obama:

raverrn posted:

BR-14 Adjudicator
Now placed amongst assault rifles

The marksman rifles continue to suffer as a category

quote:

SG-8P Punisher Plasma
Decreased maximum mags from 12 to 8
Increased amount of magazines received from resupply from 6 to 8
Increased projectile speed, but will still keep a similar range
Decreased damage falloff on the explosion

Unsure why it needed this as the gun was already pretty good. But I'll take it I guess

quote:

Scout strider Riders now less vulnerable to explosions

Hahaha this might hit my plasma punisher badly, it was pretty good against these guys. I should still be able to shoot the legs?

quote:

LAS-16 Sickle
Decreased amount of magazines from 6 down to 3

Nobody will ever notice the change

Sindai
Jan 24, 2007
i want to achieve immortality through not dying

Sindai posted:

That depends a lot on just how much better scout striders are at resisting explosives.

If it no longer easily one shots them AMR actually kind of dethrones it since you can leg them with one shot.
After a quick test: AC now seems to take 2 groin shots to kill a scout strider pilot or up to 4 faceplate shots.

Diephoon
Aug 24, 2003

LOL

Nap Ghost

Sindai posted:

I'm very curious what exactly "large volume bodies" means in the laser cannon change.

edit: CM says "more damage to chaff enemies and small entities, less damage to large and heavy enemies as it's meant to be a crowd clearing weapon"

I primarily used the Laser Cannon as a long range weapon against devastator faces, hulk eyes, and mortar emplacements/anti air guns so that's news to me.

Nordick
Sep 3, 2011

Yes.
Senator speedloader let'sfuckingGOOOOOO :getin:

BastardySkull
Apr 12, 2007

The Senator speedloader is instant now, pretty much.

Your Brain on Hugs
Aug 20, 2006

Sindai posted:

Honestly that's....a lot less than I was expecting for some of the weapon buffs. I guess the Diligence CS will feel good if it can now headshot devastators at a reasonable range. Poor Scythe though.

Unfortunately spear fixes didn't make it in, but at least the Senator is now my forever secondary.

Supposedly there's a hotfix coming later this week which has spear and DoT fixes in it.

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!




They gave the Senator actual sights, too.

ijyt
Apr 10, 2012

Icedude posted:

Wait, does this mean we can actually prevent bug breaches now?

You always could. There was a bug that had them continue the SFX after death but without causing a breach.

Fishstick
Jul 9, 2005

Does not require preheating
Fix the goddamn damage over time bug first before you keep messing with incendiary weapon stats, drat

Warbadger
Jun 17, 2006

Your Brain on Hugs posted:

Supposedly there's a hotfix coming later this week which has spear and DoT fixes in it.

Both fixes would be very good for expanding grenade and AT weapon choices. Spear needs fixes bad (presumably targeting?) and I really, really want to use my burny nade selection when I'm not the host.

I actually forgot about the spear entirely when I said the RR is the only bad AT choice. The spear is worse than the RR as it stands.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I expect to see a lot more people using the HMG now, then...

Warbadger
Jun 17, 2006

Fangz posted:

I expect to see a lot more people using the HMG now, then...

I already do when my team runs plenty of AT. It's great against bugs after getting used to it and third person crosshair will be nice.

Ouroboros
Apr 23, 2011
I don't wanna go off completely before I've even played the new patch, but wtf are they doing? I'd been giving them the benefit of the doubt but I'm starting to seriously think they have no idea about how to balance this game. More insanely overzealous nerfs to some of the only viable weapons, and incredibly tepid buffs to dogshit tier stuff. And they are nerfing fire dots while the dot bug is still unfixed?

Like what is the rationale behind nerfing the exploding xbow lmao??

Edit: also this change: Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

Not sure what exactly this will look like, but if I'm reading it right just why??? The game is already way harder the less people you have, why tf would you make it MORE difficult to play solo?

Ouroboros fucked around with this message at 12:00 on Apr 29, 2024

Nordick
Sep 3, 2011

Yes.

Warbadger posted:

I already do when my team runs plenty of AT. It's great against bugs after getting used to it and third person crosshair will be nice.

Yeah after some practice it actually wasn't too hard to just kinda Mk.I Eyeball it with the HMG without ADSing. Getting the 3rd person reticle is still a welcome change, but at this point I honestly would've liked a buff to its handling or ammo capacity even more.

EDIT:

Ouroboros posted:

some of the only viable weapons
lmao

Some people have no idea what "viable" actually means, do they?

Nordick fucked around with this message at 12:02 on Apr 29, 2024

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


From playing a few missions:

The Diligence CS feels really good. I don't know if it's top tier, but the aimdrag almost makes it a better weapon? Like turning down your mouse speed for precision. It one-hits Devastator heads with good accuracy and plenty of ammo, and can sub as a CC weapon in a pinch.

The Senator is very nice as well. Speedload is about 2 seconds, the damage is noticeable against small targets (who sometime survive and now do so less) and against melee threats like Berserkers.

The Airburst feels like it has a niche as a do-it-all support. It'll reliably snipe holes or fabs, will less-but-not-that-much kill Hulks from the front. Tanks and turrets are a little worse off, but it shines softening up groups, especially things like Devastators or Striders. It can also down Gunships, a real all-comers kind of weapon.

RoyalScion
May 16, 2009
Still no Spear fix yet; guess it’ll be in the hotfix later this week :effort:

Ra Ra Rasputin
Apr 2, 2011
Quasar still seems like it's good, you'll just need to use your primary a bit longer and hope your teammates are firing their own at the chargers and titans you can't get on cooldown, it's still a backpackless anti-everything with no ammo concerns.

More reason to call a second quasar down at extract or area you need to hold.

Warbadger
Jun 17, 2006

raverrn posted:


The Airburst feels like it has a niche as a do-it-all support. It'll reliably snipe holes or fabs, will less-but-not-that-much kill Hulks from the front. Tanks and turrets are a little worse off, but it shines softening up groups, especially things like Devastators or Striders. It can also down Gunships, a real all-comers kind of weapon.

Did you try it on gunships today? Last 2 days I had really unimpressive results against gunships with it to the tune of 2-3 dead center hits not taking one down. Maybe the smaller (more condensed?) radius helped.

hey mom its 420
May 12, 2007

flag mission on high difficulties ftw! other stuff is whatever, might have to rethink guard dog for bugs now. AC still king for bots. hope they fix the DoT bug soon

Infinitum
Jul 30, 2004


Auto-cannon stays winning

Ra Ra Rasputin
Apr 2, 2011
Reducing the extra magazines on the infinite ammo gun sure was a way to nerf the sickle though.

How's the new railgun penetration feel? can it damage a charger without almost exploding?

Ra Ra Rasputin fucked around with this message at 12:15 on Apr 29, 2024

Mazerunner
Apr 22, 2010

Good Hunter, what... what is this post?

bandaid.friend posted:

Unsure why it needed this as the gun was already pretty good. But I'll take it I guess


It got buffed, aside the ammo adjustment which were a pretty universal thing.

Faster speed = easier to lead and hit targets

Decreased damage falloff = shots retain more damage in the explosion the further away they are from the center, so aim is less important/better wave clear

Ra Ra Rasputin posted:

Reducing the extra magazines on the infinite ammo gun sure was a way to nerf the sickle though.

it's fair. People basically treated it like a better liberator and just reloaded like normal, so now you have to have some thought into making sure you don't overheat too much

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Durzel
Nov 15, 2005


Ouroboros posted:

I don't wanna go off completely before I've even played the new patch, but wtf are they doing? I'd been giving them the benefit of the doubt but I'm starting to seriously think they have no idea about how to balance this game. More insanely overzealous nerfs to some of the only viable weapons, and incredibly tepid buffs to dogshit tier stuff. And they are nerfing fire dots while the dot bug is still unfixed?

Like what is the rationale behind nerfing the exploding xbow lmao??

Edit: also this change: Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

Not sure what exactly this will look like, but if I'm reading it right just why??? The game is already way harder the less people you have, why tf would you make it MORE difficult to play solo?
Because it's not designed around solo play? Because it ought not to be possible to solo Helldive (or arguably even 7+) stuff solo or as a 2 man?

It kinda goes against the whole fabric of the game, gunplay, etc when you have a version of the game where you just stealth around the map picking and choosing your targets Solid Snake style. I mean it's do-able - maybe not now - but it obviously isn't what was intended or built to be.

In my experience it's easy enough to join a random 3-4 person team on demand when my mates aren't around. People who "don't want to play with randoms" probably bought the wrong game to be honest, if their friends aren't as into it or as available as they are.

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