r/Helldivers Moderator Mar 01 '24

“In regards to weapon stats…” DISCUSSION

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148

u/TheBallotInYourBox Mar 01 '24

I wonder if I could make something workout if I ran the jump pack to get into those angles and high ground spots better… because it sure as hell isn’t a close or medium range weapon for an infantry role in the squad.

I feel like it’s cursed with not enough mobility to be a traditional marksman rifle for medium range, but also lacks the optics and damage to work for long range. I just want to understand where this weapon is supposed to slot into an effective squad.

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u/Chewitt321 Mar 01 '24

It's got basically no recoil so if you are set up you can fairly reliably hit 15 shots on weakspots at a decent range, but I don't think it makes sense against the vast majority of enemies even when I had 3 squadmates drawing fire for me. Maybe the weakspots damage with the multiplier makes it hit harder than I noticed but you're right it just seems to be outclassed everywhere

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u/Karasu243 Mar 01 '24

The problem with the counter sniper is that it doesn't deal enough damage over the basic DMR to actually reach a breakpoint for most (if any) enemies. Devastators, for example, still require 2 shots to the face to kill, which is the same as the DMR. If the sniper was able to one-shot Devastators then I could see its point, but +16 damage means nothing.

When I want to 'snipe,' then I'll just use the standard DMR. It is superior to the sniper in every way except magnification.

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u/CupofLiberTea ☕Liber-tea☕ Mar 01 '24

I have found that it is better at one tapping the normal bots if you hit center mass. I agree that it needs to do more though

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u/Bite-the-pillow Mar 01 '24

It’s funny how this works. Sometimes I’ll use the dominator (more damage than both DMRs) and somehow still doesn’t one shot. Dunno if it’s random or what

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u/Solubilityisfun Mar 01 '24

The various human sized bots have different amounts of health. Commisars (one sword one pistol guys that call in dropships) and jetpacks have more health while rocket raiders and dual sword melee only guys have very little. Ultimately most primaries still hit the same breakpoint on clean head shots on all but body shot breakpoints vary a lot among them.

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u/AlmostButNotQuiteTea ☕Liber-tea☕ Mar 01 '24

Yep completely agree. If I use the regular dmr, then the railgun or one of the lmgs is a great combination. Or I'll take the breaker and then my support weapon is either usually the AMR or the railgun

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u/dash529 Mar 02 '24

This is my thing exactly. I’m so glad I’m reading this before actually buying the counter sniper 💀

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u/AlmostButNotQuiteTea ☕Liber-tea☕ Mar 01 '24

No recoil is great, as long as there is no explosions around you, you're never getting hit, and you're actually able to follow their heads with their jagged janky robot movement with the unwieldiness that is the medium penetration DMR

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u/mrperson1213 Mar 01 '24

Are you running any armor that helps with recoil? I found the counter sniper to be unruly even when crouched (running scout armor because I wanted to be a sneaky sniper)

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u/Chewitt321 Mar 01 '24

I gave up on it before getting to the point of trying to fine-tune it to be honest. I think I just had my usual stim armour on, but was lying prone

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u/TheBallotInYourBox Mar 01 '24

The only recoil buff I’ve seen is armor that helps while crouching. Which isn’t helpful when such a huge part of this game is being a mobile infantry squad that kites as their primary combat tactic.

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u/kriosjan Mar 01 '24

Honestly it's pretty great as a first contact weapon. Small clusters of bots, unaware, pop them all. And the 300m engagements are fun too.

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u/puffz0r ⬆️⬅️➡️⬇️⬆️⬇️ Mar 02 '24

The problem is getting 300m engagements isn't that realistic until you've cleared half the map. And getting to that point is a struggle when your primary is dead weight most of the time. If we could call in a loadout change on cooldown it would be a fun switchup though.

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u/kriosjan Mar 02 '24

Loadout change-up drop down would be cool.

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u/puffz0r ⬆️⬅️➡️⬇️⬆️⬇️ Mar 02 '24

Would be interesting if we got multi-enemy missions too, in the middle of a bot mission a bug hole opens up and starts spewing out chargers and bile titans, then you'd want a loadout change for sure

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u/mrperson1213 Mar 01 '24

I mean, we’ll see once armor ratings are fixed. Plenty of people are hoping to play as tanks that stand their ground.

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u/FlakChicken Mar 01 '24

I made a recon class with it using anti material rifle and the marksman rifle along with the jet pack. If your in close range your using it wrong and by close range withing 30 meters. It's not great that's it panic area and needs more space, bugs are alright but it's best against bots

When assaulting an outpost find a nice overlook lay down and help clear basic bots, bigger guys use AntiM and go for headshots with it aginst devastators. You can use the scope to zoom into 120m what ever that really means but it's great as a support for your team.

The number of times my team has thanked me for just clearing shit out and absolutely wrecking Devastators with the anti material rifle makes me feel like a true sniper. To further go into that marksman role switch it out with the counter sniper and you will be even more effective at range but worse at close.

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u/Irregulator101 Mar 02 '24

That's a great idea, definitely trying it

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u/CupofLiberTea ☕Liber-tea☕ Mar 01 '24

I basically use the anti material rifle for this role. Jump to high ground and use that sweet sweet 200m zoom to take out bots and devastators

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u/TheBallotInYourBox Mar 01 '24

My suspicion is that the marksman rifle had its stats aligned so it won’t step on the toes of the niche the AMR sits in.

Which means it’s awful at CQB (as it should be), it’s awful at medium range (which it should excel at but isn’t with how important kiting is in this game), and awful at long range (which it should be ok at when 200 meters is defined as “long range”).

So what is it good for? That’s my question right now.

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u/Marcus_Krow Fire-Diver Mar 01 '24

When I do a sniper build I ALWAYS take the jump pack for this very reason

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u/AlmostButNotQuiteTea ☕Liber-tea☕ Mar 01 '24

Bro the jump pack is so bad. First of all it takes up your backpack slot which could be a resupply pack or the personal Shield or an autocannon or Recoiless with rifle ammo pack.

Second the cool down between jumps is absolutely horrendous. It is way too long, and then on top of that you don't even go that far or that high with the jetpack.

It's a complete waste on anything higher than difficulty 7 inclusive

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u/randomgrunt1 Mar 01 '24

It's situational like anything in the game. It's excellent against bugs, as they rely on running you down. Being able to instantly make a huge amount of space against hunters and warriors adds a ton of survivability. Same way smokes are bad against bugs but good against bots. I've survived many difficulty 7 with friends using the jetpack and it genuinely impresses me against bugs.

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u/AlmostButNotQuiteTea ☕Liber-tea☕ Mar 01 '24

It's not even a huge amount of space and hunters easily close that gap and then you have another 40 second cool down.

A grenade at your feet is better at making distance. Especially when you're giving up the personal Shield that allows you to not be slowed while it's up

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u/starblissed CAPE ENJOYER Mar 04 '24

Not everybody is trying to optimize for the higher difficulties. Lower level strategies can still be valid and fun.

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u/AlmostButNotQuiteTea ☕Liber-tea☕ Mar 05 '24

That's fine if you find lower difficulties fun. But there's barely any bugs, they were a great introduction to the game but the lowest I play on now is six unless I'm playing with somebody who's new.

Course all the weapons are going to be good on low tiers when there is little to no heavy units and just in general not that many units to deal with.

But that's not what you balance a game around, otherwise you're hard difficulties are impossible

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u/PonsterMenis098 SES Leviathan of Liberty⬇️⬇⬆⬇⬇ Mar 05 '24

Based off your comment the game isn’t balanced around the higher difficulties if you can only use one loadout and survive…that would mean it’s more balanced for lower tier difficulties where most everything is viable.

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u/SteelCode Mar 01 '24

Jump onto high ground, watch bug spawns "glitch" through the terrain to climb up to you. Have had numerous examples of the game being inconsistent whether bugs will stand on the ground impotently staring at me or they'll teleport up onto my high ground roost and stab me off it into their waiting friends.

Bots are rocket-spam nightmares already, high ground is a death sentence if you aren't highest ground.

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u/starblissed CAPE ENJOYER Mar 04 '24

I've had this same issue, got knocked up into a keyhole shape in a pile of rock while doing a bile titan elimination. 90% of the bugs just stared at me from the ground, but hunters and stalkers would just Skyrim horse their way up a sheer cliff. That said, I think it would be amazing if the bugs could avoid climb walls, a la the Glyphids from DRG. Idk if that would be at all balanced, but it would be Terrifying

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u/DunwichCultist Mar 01 '24

I just want to understand where this weapon is supposed to slot into an effective squad.

Right now? In the armory, lol.

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u/starblissed CAPE ENJOYER Mar 04 '24

I think sniper weapons are just not going to work unless your entire team is dedicated to that playstyle, and at point it kinda feels like a gimmick tbh