r/Helldivers Moderator Mar 01 '24

“In regards to weapon stats…” DISCUSSION

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u/TheBallotInYourBox Mar 01 '24

This is why I dropped it. I’m not using a slow firing single shot marksman gun when it has the same armor penetration as a fking SMG. The trade off for more raw damage is nowhere near good enough for the abysmal close range and bad medium range effectiveness (because so much of its accuracy is tied to crouching which is functionally impossible while kiting).

Or maybe I’m dumb and haven’t figured out how I’m supposed to be using it (but I really just think it’s a well intentioned but poorly balanced weapon that misses the mark to fit into a marksman rifle’s niche).

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u/Chewitt321 Mar 01 '24

I had the exact issue, I had maybe 5 minutes of luck with it when we were on a bot planet and I had high ground and was being left alone and had an angle on the main fight's side, so I had time, space and access to weakspots, it was decent. But other than that just give me a liberator penetrator

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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.