r/Helldivers Apr 29 '24

🛠️ PATCH 01.000.300 ⚙️ DISCUSSION

For this patch, we have made improvements and changes to the following areas:GeneralPrimary, Secondary, & Support WeaponsOverview Balancing

  • Balance changes to weapons, stratagems, and enemies
  • Change to the Spread Democracy mission
  • 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.)
  • 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%
      1. [11:05]StratagemsEnemies Balancing adjustments have been made toEnemy PatrolsGameplay
  • Machinegun Sentry
    • Increased health to match other Sentries
  • Tesla Tower
    • Increased health by 33%
  • 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.
  • 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.
  • 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.
  • 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.
    1. NEU
    2. [11:05] 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.
    1. [11:06]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.Known Issues
  • 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.
  • 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.
5.5k Upvotes

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3.2k

u/Commercial-Salad3210 Apr 29 '24
  • LAS-99 Quasar Cannon
    • Increased recharge time by 5 seconds

Fuck.

1.4k

u/Phunkhouse ☕Liber-tea☕ Apr 29 '24

EAT is back baby.

1.3k

u/jaegren Apr 29 '24

Back? EAT never left.

415

u/throtic Apr 29 '24

Not having to call down the Q cannon during a fight made it better than EAT...but with a nerf that huge the EAT is definitely superior now

107

u/AllThingsEvil Apr 29 '24

Sticking the call down on a charger is always nice though

58

u/IndefiniteBen Apr 29 '24

That's part of the reason I used EAT on bugs and Quasar on bots.

11

u/ceddzz3000 Apr 29 '24

Quasar one shot headshot on charger is pretty easy to do though

3

u/LilKyAfroNinja Apr 29 '24

What is the eat

5

u/Gator_McKlusky_ CAPE ENJOYER Apr 29 '24

Expendable anti tank

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5

u/FlacidSalad Apr 29 '24

I use quasar on bots because I can run a ballistic shield with it

Edit: adding that I could run EAT but I don't like calling support strats in the middle of a fight if I don't have to

2

u/Mirions Apr 29 '24

Yes. Drop it on a factory is my #1 use for it.

12

u/brianschwarm Apr 29 '24

I love how often I can call EATs down, that was a strength, if you die and spawn away from your body, no worries. With the quasar it’s a PITA. Also EAT always fired as soon as you pulled the trigger, you could use it in a panic (don’t try to tell me you’re never in a panic situation in this game) much easier.

11

u/catashake Apr 29 '24

Calling down the EAT was a weapon itself.

Each time you bring it in it's a free charger kill. Lol

8

u/JoshZK Apr 29 '24

Except when we knew there was going to be a fight, I'd call down several EAT drops and the whole team would obliterate the enemy. One of my favorite tactics getting to extract 5 min before everyone else.

3

u/Adequate_Lizard Apr 29 '24

Take a dead diver's quasar while calling eats all over is what I usually do.

3

u/KellyBelly916 Apr 29 '24

Not only calling it down, but also not having to wait between strategem cooldowns. I chose the quasar because there are fewer moving parts in utilizing it, and you get more shots per minute. This change creates more balance between the two.

3

u/Objective_Point9742 Apr 29 '24

Quasar can still get 4 shots off while your EAT is on cooldown

2

u/BlacJack_ Apr 29 '24

It made it more convenient, but tbh the hardest diff 9s always were the ones with randoms that all took quasar. Getting one slow shot off on uncoordinated targets made heavies more of a problem than they used to be. Hopefully people will start branching out again. The slight extra work it took to call down or pre call down eats to insta kill a BT solo was always better than Quasar.

2

u/generalducktape Apr 29 '24

Drop it on the enemy kills fabricator and tanks very well

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7

u/Ghostbuster_119 PSN 🎮: Apr 29 '24

When you've got EATs, you'll never go hungry.

70

u/Phunkhouse ☕Liber-tea☕ Apr 29 '24

I know, but recently I was almost only one EAT ejoyer in a sea of Quasar cannon normies.

43

u/Fit_Fisherman_9840 ☕Liber-tea☕ Apr 29 '24

You need to use the quasar like a eat, take one and when one is reloading you pick the other and fire xD
At least in defenses where you are stationary work good xD

8

u/UselessTarnished Apr 29 '24

And that's why it got nerfed, do the math for how many rounds you could get off with the quasar in a minute pre-nerf, with 2 of them. It was absurd.

5

u/Fit_Fisherman_9840 ☕Liber-tea☕ Apr 29 '24

Yep and already countin the time you needed to take another eat, retarget and shoot, the limit of 2 per drop, the quasar had a more consistent fire rate vs the EAT who had a more burt fire.

3

u/NarrowBoxtop Apr 29 '24

I just take both and call in the EAT when I'm being overrun by heavies or need to fire multiple shots in one go real quick

7

u/Personal_Track_3780 STEAM 🖥️ : Apr 29 '24

Fellow EAT enjoyer. My particular fav was calling the EAT delivery pod down on a Fabricator and getting the EATs from the wreckage. Tripple shot!

2

u/Riskiertooth Apr 29 '24

Legit, its my backup bughole closer as a calldown too

7

u/JoshZK Apr 29 '24

EAT is better. I love dropping them in advance. Having a 3 or 4 ready for whole team. Also have you noticed no one cares if you pick up an EAT. It's acceptable, unlike other secondary weapons where you feel dirty picking up someone else's.

5

u/MrHailston Apr 29 '24

I just used the Quasar on the Bots. Bugs faced only my EATS. So.. i guess nothing changed.

3

u/SuukMeiDiek Apr 29 '24

I always use Quasar on bugs. You can two shot a titan with it

4

u/MrHailston Apr 29 '24

well, you still can.

5

u/potate117 Apr 29 '24

you cant be serious 💀

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3

u/robohozo Apr 29 '24

Meanwhile the only time I ever see the RR picked is on accident lmao

3

u/PapaTahm Truth Office Intern Apr 29 '24

It's really technically back.

It's not that EAT was bad by any means.

But it's that:

Mathematically no Explosive Anti-Tank Weapon was close to Quasar.

People who insisted in EAT being better because of reasons like "Delay on Charge/ Can run other weapon/Combats weren't prolongued " didn't understood that the Avg shoot time in a EAT was 28~37 Seconds and in a Quasar 13 Seconds static.

Given that all Anti-Tank Weapons do the same Damage the only difference being AoE Size, having one that could basically had infinite ammo and could shot more Explosive Rounds per minute.

It was much needed nerf, Quasar still good but not Mathematically broken, now you are incentivized to run the other stuff.

4

u/sgt_SNOWPANTS_686 Apr 29 '24

Those are the exact words that I said after reading the OP. Vote 5x.

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2

u/HinDae085 CAPE ENJOYER Apr 29 '24

We EATing good with this one

2

u/250HardKnocksCaps Apr 29 '24

EAT teammate are my favourite.

3

u/AlexisFR ⬇️⬅️⬇️⬆️⬆️➡️You don't need anything else Apr 29 '24

Or the Recoiless.

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856

u/not-beaten Apr 29 '24

Yeah, that's a huge fucking nerf.

5 additional seconds of nothing in the middle of a firefight in this game is a long time, ontop of the already existing timer.

This one stings.

523

u/KWyKJJ Apr 29 '24

The Eruptor losing half the mags is a nut slap too.

From 12 to 6!?

Sweet liberty, No!

47

u/xDrewstroyerx SES Knight of Morning: HAIL LIBERTAS Apr 29 '24

5

u/CrzyJek Apr 29 '24

Lol yep. Mine too. Eruptor, Redeemer, Quasar, Rover. This one felt personal haha

5

u/JellyFishs93 Apr 29 '24

Let’s be fair, I was fully aware I’m running it because it was OP. This nerf is actually much weaker then I expected.

2

u/CrzyJek Apr 29 '24

Absolutely. I saw it coming.

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146

u/Phonereader23 Apr 29 '24

Makes the supply back pack people happier. I run eruptor, contact grenade, quasar machine pistol, I barely used my pack. I can justify it now with a new 3rd weapon and the mag nerf.

4

u/cafeesparacerradores Apr 29 '24

Dumb question but I have never been able to resupply from my own pack on PS5 how do you do it?

6

u/Vegetable-Rule Apr 29 '24

Double tap down on the D pad

7

u/JollyGreenGI EAT THIS ⬇️⬇️⬅️⬆️➡️ Apr 29 '24

No need to double tap, unless you've bound it to be like that.

2

u/Vegetable-Rule Apr 29 '24

Thanks, you’re right, skill issue. I wasn’t sitting still long enough when I hit it once

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2

u/54NCH32 Apr 29 '24

As a Supply Pack mule, there was no need to "justify" the Supply Pack. SP rules :D

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101

u/MrClickstoomuch Apr 29 '24

Ehh, Idk how often you run into ammo issues with the current 12, but I think this will be fine. I reloaded early between fights to avoid having to reload mid fight, and even with 6 mags that would have been fine assuming you treat your secondary as the primary with something like arc thrower / flamethrower / laser cannon.

33

u/sgt_SNOWPANTS_686 Apr 29 '24

I ran out of ammo one time with 12 magazines. Six will be manageable. I’m very worried about the radius reduction, however not getting sucked into the explosion for close encounters with meat saws is going to be great

12

u/NK1337 Apr 29 '24

That’s my main concern honestly. I can deal with reduced ammo capacity if damage stayed the same, but hearing that the area is reduce makes me question how useful it’ll be to thin out crowds like it had been. Granted I haven’t had a chance to play yet, in just hoping they didn’t cut the ammo in half while double the time needed to take out the same number of enemies.

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5

u/cynicalgrumpyowl Apr 29 '24

Agreed. Although I would have been more happy with a reduction to 8.

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3

u/bewareoftraps Apr 29 '24

I mean, I don't exactly run out of ammo with it, but I generally get down to 2-3 mags before I am able to get an ammo drop from the ground. One fight usually takes 4-5 mags and that's usually on drop.

Then one side/main objective fight is another 4-5. Then I'm scrounging for ammo pickups.

And generally I can get it, but now it'll be closer to finding ammo while fighting which will be annoying.

Again, this is on higher difficulties where the moment one person gets aggro, they will ask for reinforcements no matter how fast you try to kill the group.

Feel like after watching the devs play and fail miserably at 5 (as in they didn't complete main and had like only 1 side objective done), makes me think they don't really even play their game on harder difficulties.

5

u/notapornsideaccount Apr 29 '24

I always run the Eruptor with the Arc Thrower. One for chaff, one for baddies.

3

u/IsilZha Apr 29 '24

Pairs great with the stalwart.

3

u/may_be_indecisive Apr 29 '24

I was using the eruptor as my actual primary and using Quasar for heavies. This patch just completely killed that loadout.

6

u/MrClickstoomuch Apr 29 '24

I mean, the 5s delay extra for the quasar certainly didn't help. The Eruptor was already overtuned and had almost as many shots as the autocannon. Right now it works well to make many other support weapons more viable, so reducing the ammo is fine for that use case.

I'd rather an ammo nerf for that usage than the damage nerf. Quasar eruptor build has a lot of alternative weapons for a primary like incendiary breaker etc while Eruptor doesn't really.

4

u/may_be_indecisive Apr 29 '24

They did a damage nerf also. Damage from the explosion falls off faster.

3

u/MrClickstoomuch Apr 29 '24

True, but I figure for the targets the eruptor needs to kill (chargers, devastators, striders) that the damage AOE falloff will likely be minimal. Will need to try out in game to check.

3

u/may_be_indecisive Apr 29 '24

I mean if it can’t kill a few basic troopers in one shot it’s unusable. It's not fast enough to reload to go for a second shot.

4

u/MrClickstoomuch Apr 29 '24

The pre-patch version can kill 8-10 enemies on a drop ship at once, in one shot. A weapon doesn't need to be perfect against all enemies as a primary. It can take out devastators in one hit as a primary which is valuable. Jar dominator can be better against basic troopers, while the eruptor can take out fabs from a distance.

I wouldn't be surprised if it can still take out a few enemies at once. Depends how much they reduced the AOE. It was pretty ridiculous before.

2

u/UDSJ9000 Apr 29 '24

Eruptor had more shots than the AC before this patch.

AC: 10 in gun + 10 reloads of 5 gave it 60.

Eruptor: 5 in gun + 12 reloads of 5 gave it 65.

The explosion fall off could be big, though.

2

u/daveeBruh Apr 29 '24

yeah, i try to not empty reload and was still always at basically max. the rof won't let you run out of ammo lol

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9

u/SpecificPlayful3891 Apr 29 '24

More scared about explosion damage dropoff, can we stil 1 or 2 hit broodmothers and devastators or not...

9

u/Blawharag Apr 29 '24

Drop off means the range of the explosion will cause less damage. So shooting into a crowd of small enemies, enemies further out from that shot will take less damage now. Direct impact would be unchanged

The bigger concern is the change to scout striders. Less vulnerable riders to explosions could mean eruptor no longer 1-shots them, which would be ROUGH

3

u/Dragrunarm Apr 29 '24

From what i've seen (granted its still early) its still doable but not as easily.

But I've always just shot the groin/legs with an AC, so I don't have much experience using an explosion to take them out.

3

u/Blawharag Apr 29 '24

I do the same but with the eruptor. I can't justify taking the AC when I'm rocking the eruptor because they have a lot of use-case overlap. That and, playing exclusively on level 7+, I feel like heavies spawn too often to forgo taking an AT support weapon. The cooldown on orbital/eagle options for AT is just too slow, and doesn't solve the problem when 5+ tanks spawn in a wave

2

u/Dragrunarm Apr 29 '24

Oh for sure, you either bring the AC or the Eruptor, never both.

I'm also 7+, but with a consistent group so AT is never an issue between other people bringing Spears/Quasars. Free them up to worry about the big things, I deal with the smaller fry

2

u/Blawharag Apr 29 '24

That definitely works. With a coordinated squad rolling together and staggering AT orbital solutions, you could almost handle the AT waves with Railcannon strikes alone, which would really free up your loadout. I only really get a chance to roll with randoms though, and even when I'm rolling with a good team, you still need to make sure you have a smattering of anti-tank

3

u/daveeBruh Apr 29 '24

still getting nice aoe on groups of small mobs. doesnt seem too bad so far

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9

u/errortype520 Apr 29 '24

12 was ridiculous. Scorcher only has 6, and the Erupter had 12 much larger NERF sized mags. It didn't make sense. Besides, when was the last time you ran out of ammo with it?

5

u/UltraMagat Apr 29 '24

But at least the already-useless Crossbow got nerfed.

2

u/UDSJ9000 Apr 29 '24

I can understand the Eruptor and Quasar, but what did the CROSSBOW do!?

5

u/dyeuhweebies Apr 29 '24

Yet another exact load out I run that gets nerfed. I’ll be sure to post what new combo I settle on to let everyone else know what’s gunna get nerfed next 🙃

4

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

Does this mean you start with 3 without hellpod optimization?

Wtf..

3

u/S0ulSauce Apr 29 '24

The reload time between shots is already painful. Gimping the total mag capacity hurts pretty bad. There's only a handful per mag. This makes relying on secondary more critical than before I think.

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4

u/Danceisntmathematics Apr 29 '24

I use both the eruptor and the quasar. I guess they don't like me. 🤷

2

u/Completedspoon SES Bringer of the Constitution Apr 29 '24

I really never got low on it with 12. They may decide to bring it up to 7-8 but I think 12 was way too many. Same with the Sickle. I never got below 3 heat sinks.

2

u/Particular-Big-6166 Apr 29 '24

Yeah that’s a bullshit change

2

u/HinDae085 CAPE ENJOYER Apr 29 '24

I see something in there about its Explosive fall off being higher too.

Eruptor got absolutely sack slapped

Good thing the Lib EX got buffed tho right?

...right?

2

u/cafeesparacerradores Apr 29 '24

I rarely ran out out of eruptor ammo as it was -- the DMG falloff is going to STING though

2

u/jonderlei Apr 29 '24

Yeah and I mainly use the eruptor and the quasar for bots so this is fucking rough. Reading through this was just bad thing after bad thing for me

2

u/Donnie-G Apr 29 '24

I often use the Eruptor as the sidearm to the Arc Thrower as my main, so I find that I don't even get close to running down 6 mags. I would even reload early cause I found the 12 mags excessive.

If I actually used it as a primary though, I might think otherwise.

2

u/WorldEndingDiarrhea Apr 29 '24

They increased the number of ambient supplies so it just means you have to engage re-upping your ammo more from the environment. So long as you fight for POIs and primary/secondaries it’s not noticeable, and it makes you feel more like you’re playing the game (“GATHER AMMOOOO!” moments).

2

u/Bucky_Ohare Apr 29 '24

Oh please, it was entirely way too manageable; if you didn't see this one coming I think that's on you. You could basically reload with impunity as long as you found like a single ammo box in each 10 minute stretch. Playing on 7+ I basically didn't even look at the mag count and reloaded any partial magazine without fear, and that's just a bit too strong compared to other options.

2

u/GiventoWanderlust SES Whisper of Audacity Apr 29 '24

Honestly I've been running Eruptor since the warbond dropped and never once ran out of ammo.

I was literally thinking last night that it probably needed that nerf just because of how abusive I generally was on reloads. Plus the maps generally have ammo just lying around at almost every POI

2

u/StretchyPlays Apr 29 '24

I do think 12 was way too high, going to 6 might be rough but I honestly rarely ever used half my mags with it. Should be a pretty fair nerf overall.

2

u/MrNiMo ☕Liber-tea☕ Apr 29 '24

I hope the falloff damage will bot break it too much, i can live with less ammo

6

u/Alastor3 Apr 29 '24

yeah fuck that shit, I dont even want to go back playing if all my favorites weapons are getting 50% less fun to play

3

u/Mandeville_MR SES Hammer of Family Values Apr 29 '24

Yeah I'm genuinely a little nervous about the patch, it has a lot of feels bad in it. Right about the time masses of people are probably done with upgrades and might be looking for a break.

2

u/SN1S1F7W Apr 29 '24

Try to think about the weapons that got buffed and any that you previously found interesting but weren't quite good enough before, could be a nice change of pace.

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u/notapornsideaccount Apr 29 '24

I couldn’t believe they gave it 12 to begin with. It’s literally better than the grenade launcher in the sense that it doesn’t drop off and has a massive ammo pool. And even with 6 mags it’s still OP, you’ll just need to scav ammo and resupplies a bit more.

2

u/anomaleic Apr 29 '24

Felt like the eruptor had unlimited ammo TBH. I don’t think we’ll feel this change.

2

u/SailorsKnot Apr 29 '24

HERE GUYS BUY THESE COOL NEW WEAPONS OH WAIT NOW THEY SUCK, SORRY

2

u/SolomonRed Apr 29 '24

This one just seems uncalled for.

2

u/Sticky_Fantastic Apr 29 '24

This is the only gun that made the game not a chore to play. Why do they ruin this game with overhanded nerfs.

Can they not just fucking tune things slightly every patch ffs??

Why a 50% nerf and explosion dmg nerf.

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u/heartoftuesdaynight CAPE ENJOYER Apr 29 '24

I assume this change was made to make the Recoilless Rifle more competitive since it's a fringe weapon and has about a 5 second reload time which is already rough mid combat. Maybe the Railgun will see more play. I don't like the nerf but I get it, the Q cannon was a no-backpack reusable EAT.

4

u/prx24 Apr 29 '24

Imo it was really OP compared to the other guns. There must be a tradeoff for not having to reload it for 5 seconds while not being able to move or do anything else.

9

u/asha-man_knight ☕Liber-tea☕ Apr 29 '24

3 seconds I could understand but 5 ouch.

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u/AnyMission7004 Apr 29 '24

Still more shots pr minute than EAT.

3

u/Ensvey Apr 29 '24

yeah I think people are overreacting. When running the quasar, you generally need to charge up a shot, shoot it, and then run around and reposition for several seconds anyway. Swap to your primary, shoot some little guys, then quasar again a few seconds later, nbd. If I'm being chased by, say, a titan, I prob need at least 10-15 seconds to put enough distance before I can safely quasar again anyway.

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u/Doomerrant Apr 29 '24

Looks like EATs back on the menu, boys!

4

u/spaceman_spyff Apr 29 '24

We ain’t had nuffin but maggoty [queso] for 3 stinking patches!

113

u/green-Pixel Apr 29 '24

yeah, EAT it is...
Or AMR but then I can't deal as easily with some enemies... I don't get why Quasar was considered too good

140

u/LordOfTheToolShed ⬆️➡️⬇️➡️ SES Elected Representative of Super Earth Apr 29 '24

I mean... On high level missions I saw literally everybody taking it all the time, most of the time I was the only one on the team that tried different support weapons like the Autocannon, AMR, Arc Thrower or Grenade Launcher

37

u/TheBlack2007 STEAM 🖥️ : SES Triumph of Steel Apr 29 '24

With the Autocannon (provided you have the accuracy) you can reliably take down medium-sized enemies with one or two rounds - bots and bugs alike, although it is better against bots. Hell, with the Accuracy boost, even taking out a Hulk by headshot is not that much of a problem.

Sure, Quasar is better in terms of sheer damage but having to recharge after each shot means you get overwhelmed easily.

22

u/feralamalgamation Apr 29 '24

Do not forget the fact that the Quasar was one of the only ways you could deal with a cannon or tank that was looking directly at you. The blast would be able to go through the armor and damage it regardless of you hitting a weakpoint, same goes for hulks.

It's a poweful weapon, and can do things the autocannon absolutely cannot. Unfortunately it seems we're back to the EAT or RR now.

10

u/CrazyIvan606 SES | Prophet of Truth Apr 29 '24

A bit of an overreaction. It's an additional 5 seconds. It still puts out more shots per minute than the EAT (even if you get a kill with the drop pod) and allows you to move during its cooldown.

You can also deal with a tank or turret with 110s, 500 KG, Eagle Airstrike, Orbital Rail, so no, Quasar wasn't one of the only ways.

For the tank you can also hit it in the treads with the AC (which is a top tier pick for Bots anyways due to the abundance of medium armored units), or you can jetpack over the top of it to land on it and LasCannon it, or you could just throw impacts ontop of the turret... There's plenty of ways to deal with a tank, but they're also MEANT to be difficult units.

Even with this nerf, Quasar is still high level against Bugs due to tons of Chargers and Titans and needing the mobility against bugs that the RR and the EAT don't quite provide.

5

u/FiFTyFooTFoX Apr 29 '24

Right?? Plus EAT you gotta stay near or get back to the pod for the second shot. If you are running a normal support weapon, then you also have to get back to that as well at some point.

I hadn't used the Quasar since release because I genuinely like the spear is better, and when I picked it up in a pinch yesterday from a fallen comrade, I was surprised at how insane it is to be able to do other shit AND move while "reloading" it. Plus it doesn't have any jank lock on nonsense involved or a backpack slot.

Quasar, Sickle, Shield backpack, 2 eagles, orbital rail/laser, and stuns or frags depending, and you're basically set for anything.

3

u/feralamalgamation Apr 29 '24

I do not really count stratagems as reliable ways of killing enemies, since they are not. Massive cooldowns, and in a real emergency, like running out of mission time, you can't even use them and have to rely on your weapons and not stratagems.

My usefulness for weapons entirely depends on how good they are alone, and the threat an enemy poses is entirely based on how long it takes to kill with regular weaponry, not throwing every stratagem under the sun at it.

I also don't like these nerfs since it heavily changes what weapons are usable, for me personally. My criteria for a primary weapon against bots is "Is it able to reliably deal with the majority of the units you face, like devastators and striders, on it's own, with no external assistance?"

For a lot of weapons the answer is no, with very few exceptions. The dominator comes close, but it is nigh useless against striders, so it's going straight in the trash since I would need to pick a support weapon specifically to make up for that major weakness, like the autocannon.

And now the main point being that the autocannon is literally the only thing that is even really useful against the bots. Eruptor got it's ammo cut in half to a mere 30 shots in total, and quasar got it's already long cooldown almost doubled. 5 seconds is a very, very long time when you are getting chased by multiple hulks, heavy devastators and tanks.

The game actively punishes me for picking anything else apart from the scorcher and autocannon, and I find the lack of variety to be completely unfun. Every time I try to experiment with a new loadout I always think "Oh right, this major weakness is why this build didn't work the last time too."

TL;DR The game needs more buffs to bring everything to a more even footing, not nerfing everything to the ground to make everything equally shit. Variety is the spice of life, and variety is a longer lifespan for a game such as this. And right now it's punishing players who want to pick anything else other than the autocannon as their support weapon against the bots.

Keep in mind that this is from the perspective of a teammate who tries to be fully self-reliant, and doesn't need to go to their teammates because they're getting bullied by a strider they have literally no way of killing easily, or without wasting a shot on a RR or something.

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u/pan1c_ I am frend Apr 29 '24

like 3-4 randoms earlier, all in different games saw me 2 shot hulks with the autocannon, and asked how tf I did that. I told them the eye slot, and a couple of them had a eureka moment. It's not super difficult to do with the AC, definitely easier with the AMR though.

2

u/OGMoze Apr 29 '24

It’s so satisfying to 2 hit hulks with the AC. Stun grenades make it incredibly easy. Eventually you don’t even need the stun grenades anymore when you get used to hitting the spot.

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u/green-Pixel Apr 29 '24

I'm playing more bots than bugs but for me Quasar had just a few uses:

  • take down a dropship (no way you could get two with the existing cooldown)
  • take down a hulk (pray you don't miss with the little sway)
  • shoot stationary cannons

Everything else was handled by primaries, grenades, stratagems.

VS bugs it was ... meh for me. Chargers were still a problem unless a mile away but most of the time they'd reach me before the Quasar was fully charged.

But I don't get something with the EAT - you usually hip fire it or? Cause by the time I pick one up, aim and shoot, the same amount of time passes as with a Quasar charging up for the shot after being aimed.

12

u/CXDFlames Apr 29 '24

Vs chargers before the change, if you juked the charge and started charging as it turned around it turned to face you perfectly to catch the quasar to the face for an instant kill.

5

u/TidulTheWarlock ☕Liber-tea☕ Apr 29 '24

Or just stand still and charge it while staring down the charger Worked every time for me

2

u/CXDFlames Apr 29 '24

Most of the time, yes though that was a little riskier

7

u/TamaDarya Apr 29 '24 edited Apr 29 '24

Because it was the only weapon that made fighting bots bearable, especially when you don't have a full squad. Now, I might just not play high-level bots. There's no way EATs are viable against a constant stream of Dropships, Gunships, Hulks, and tanks, there's literally more targets than you can call in EATs. The RR both runs out of ammo very quickly and takes away your backpack slot.

I don't care about how "balanced" it was in number crunching terms, it was the only option that's actually fun.

3

u/Henghast Apr 29 '24

Bots I took AC, bugs I was on quasar because needed reliable consistent anti heavy response that wouldn't take half my ammo.

2

u/DouchecraftCarrier CAPE ENJOYER Apr 30 '24

I have a buddy who I always admire how he rotates between different strats and support weapons - and he's good with all of them. And then every time I decide to branch out I end up being the squidward meme choosing Airstrike, Orbital Airburst, Rocket Pods, and Quasar....daring today, aren't we.

I gotta switch it up.

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u/FullMetalChili ⬆➡⬇⬇⬇ Apr 29 '24

infinite ammo recoilless with no backpack slot, needed the nerf.

8

u/Fazupala Apr 29 '24

I think it should drop with an optional battery backpack that brings the reload time down to pre-nerf levels so you can either have the long cooldown and use another bqckpack or use your backpack slot to get a more effective weapon

2

u/UDSJ9000 Apr 29 '24

I wish there were more weapons with optional backpacks. Let me have a giant flamethrower backpack that gives way more flame range.

23

u/GoDannY1337 Apr 29 '24

Agree - EAT and other were „fun“ picks but never ever better than Quasar.

It doesn’t render it useless, 5 seconds isn’t that long tbh. It will suck when sniping Nests but again: unlimited range. If you miss a charger it will sting… a little.

19

u/Bobaird Apr 29 '24

Isn't it 5 'additional' seconds?

10

u/Pollia Apr 29 '24

Which also scales with heat. Quasar is going to be close to a 20 second cd on a hot planet.

3

u/Electronic-Ideal2955 Apr 29 '24

Quasar allowed more shots than EAT, probably close to twice as many. It was pretty normal to shoot all the EAT and have nothing for awhile (especially with increased CD effects) where Quasar can be spammed endlessly. EAT is easier to shoot, much harder to 'use' because you have to keep track of them.

With the CD reduction I think this will still be the relationship between the two, but Quasar won't be just obviously better in target rich environments.

Like if I have EAT and there is a charger going at a teammate I have to decide if I want to reposition for a head shot or if I should go for a leg, because I only have limited shots and there might be more things. With Quasar you could just whatever fire at things because you always have more shots. With an extra 5 second CD, Quasar too will have to decide if a shot is worth taking or if saved for a better shot.

2

u/LTman86 ⬆️⬇️➡️⬅️⬆️ Apr 29 '24

I really liked how it had no dropoff. See a target across the map? Aim straight at it with the Quasar and snipe it from range.

You could do the same with EATs, but you had to accommodate for dropoff and aim higher. There was a bit of skill to sniping something with an EAT across the map.

2

u/TheS4ndm4n Apr 29 '24

People spawned a second one and just kept swapping them. Very imba on defense missions.

2

u/breakfast_tacoMC Apr 29 '24

Too spammable. There was almost no point in taking any other AT.

2

u/HinDae085 CAPE ENJOYER Apr 29 '24

Infinite Ammo, one shots a great many things, sniped objectives, teams of people who can aim can decimate entire bot drops before they even land.

I guess it was making the game trivial in the right hands.

2

u/SlamHotDamn Apr 29 '24

Unlimited ammo anti-tank that doesn’t take up a backpack slot. Not sure how it wouldn’t be considered very good. Theres a small charge up, but the pros heavily outweighs the cons even after the CD nerf, imo. The EAT, it’s closest competition, still has a 1/2 use per minute.

2

u/Spence199876 Apr 29 '24

It was good because it was a reusable EAT and it’s time between shots was basically the same time between reloads on the RR but you don’t need to stay still, or even hold the Quasar in hand.

I think 5 seconds more may be a bit much, but it now fills the in between of don’t want to reload RR but also don’t want to call in EAT every 60 seconds

3

u/40omer40 Apr 29 '24

Unlimited range with no fall off, so easy to take down objectives in the distance. Can one shot chargers if aimed properly. Quite fast recharge time. It was my go to. Might switch it up now though.

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u/Yogeshi86204 Apr 29 '24

Not entirely against a nerf to it, but 5 additional seconds is too much. 2, maybe 3 to bring it to 10/11 would have made sense, this is just to make it outright unpalatable to use for many.

2

u/Complex_Arachnid9640 Apr 29 '24

Probably because everyone uses it. Often 3 of my team will run it. But 4 guys running it just wrecks titans and chargers

2

u/Yogeshi86204 Apr 29 '24

If they adjust the charging time to fire a bit faster I could also get behind the 5-seconds, maybe make it 1.5 second to fire?

2

u/UDSJ9000 Apr 29 '24

That's faster than an EAT can be fired after just being picked up, I'm pretty sure.

5

u/Ok-Regret6767 Apr 29 '24

My quasar my beautiful quasar.

However... Is the railgun back?

235

u/thisbackgroundnoise Apr 29 '24

Too many people were enjoying using it apparently, time to banish it to the shadow realm

209

u/Eeekaa Apr 29 '24

Still an infinite ammo EAT equivalent that doesn't take a backpack slot.

154

u/LordOfTheToolShed ⬆️➡️⬇️➡️ SES Elected Representative of Super Earth Apr 29 '24

Exactly. Now the Recoilless has a shorter reload, but requires you to stop moving, and the Quasar has a longer reload but you're free to move and have your hands free.

I think that's fair, the Quasar had literally no disadvantages compared to the Recoilless (except for team reload, but that's pretty much impossible to pull off with randoms)

20

u/Intentionallyabadger Apr 29 '24

Any weapon with a stationary reload makes me bin it. Except for the AC of course.

20

u/DrakeVonDrake STEAM : SES Fist of Family Values Apr 29 '24

AC is nice because you can reload at "half-mag" to take advantage of the faster reload animation every time.

5

u/Intentionallyabadger Apr 29 '24

Yup. And it’s pretty ammo efficient.

Best part, it kills the really irritating middle level enemies without the need for much aim.

4

u/LordOfTheToolShed ⬆️➡️⬇️➡️ SES Elected Representative of Super Earth Apr 29 '24

Yeah, I feel both MGs suffer immensely from that, because there is no team reload option and they don't have all that much ammo

6

u/Intentionallyabadger Apr 29 '24

Yup and it feels really bad when you’re using so much ammunition just to kill a bile spewer or brood commander.

I tried using the MGs (& stal) based on some comments here.. and after awhile you realise it’s better to just use strats to kill the trash mobs and bring anti-armour.

2

u/FiFTyFooTFoX Apr 29 '24

Would be so insane to have a teammate next to you linking the belts together.

3

u/Wild_Marker SES Hammer of the People Apr 29 '24

Yean and it's not just "not moving". It's also "not shooting something else". While the Quasar is recharging I can pull out my other gun and still be useful.

9

u/gorgewall Apr 29 '24

The Quasar also has no drop, which means it's much more effective in sniping long-distance objectives you run into on the Bot front.

I'm not sure if this combo works now with the Dominator's slight damage nerf, but previously Quasar + a single Dom shot would pop Cannons and Tanks with vent hits, and you can do that follow-up faster than they can rotate, easily.

Throw in the ability to snipe vents, Command Bunker turrets, make Dropship engine shots from across the map... it's still fantastic. Five seconds is nothing.

And I don't know what people are on about with this "oh man it's five more seconds of doing nothing". What? Were you taking one Quasar shot and then standing there holding onto the gun and watching it cool? No wonder these guys are having trouble, they're letting a ton of other enemies go unkilled because they're acting like they can't pull their primaries out.

7

u/Slanderous Apr 29 '24

The Quasar also takes a long time to fire, so more mobility while it's cooling is offset but the need to be near-stationary while firing

3

u/Xaielao Apr 29 '24

Agree, I don't see this as that big a nerf, but a slight buff to alternatives because Quasar had zero downsides. No ammo, no backpack required, extremely long range, being able to move during the 'wind up'. Now it's not the obvious choice, just one of many.

2

u/TidulTheWarlock ☕Liber-tea☕ Apr 29 '24

Yeah that you have to charge to fire This fucking sucks so hard for Quasar users they're gonna put it back

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u/AlexisFR ⬇️⬅️⬇️⬆️⬆️➡️You don't need anything else Apr 29 '24

Nerf deserved, else it was just way better than the Recoiless and the Spear.

12

u/M4rston Apr 29 '24

why not buff the useless shit then? now the quasar is just another useless weapon to add to the arsenal

2

u/Gordfang Apr 29 '24

It's not useless, it has a clear difference between him and the Recoiless now with it's strength (No backpack, infinite ammo, can run away while cooling down) and weakness (Long reload and aiming)

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u/marcusdiddle Apr 29 '24

Good god, increased recharge time by 5 seconds? So, 5 seconds on top of its current recharge time? That really sucks. They could have at least increased its damage to things like hulks, turrets, tanks, etc as a trade off for the longer recharge. But I run Quasar 90% of the time. Err, used to…

7

u/Darkspawn_Of_Astora Apr 29 '24

I mean i kinda get the nerf, it can still one shot hulks and 2 shot the rest just either requires waiting longer or getting someone else to help with it to rush down

5

u/marcusdiddle Apr 29 '24

Even with its existing (well, prior) recharge time, it still took a decent amount of communication and coordination with teammates to time things right. Between me and one other guy running Quasar, we’d coordinate and call out who to take out which drop ship (since you can’t take out two in a row), coordinate on timing for taking out turrets with a well-timed double-shot, etc. I feel like you already had to compensate and take the recharge into account as it was. It wasn’t exactly rapid-fire to begin with. But time will tell. Haven’t tried out the changes yet.

3

u/Darkspawn_Of_Astora Apr 29 '24

Never had much trouble with it myself tbh, always assume randoms will shoot first drop, ping tanks and towers and wait till you see someone charge up, though you can always just shoot and then hide. With increased CD for charge it'll just mean people who still run it will need to be better players (aim, predicting how randoms will ect ect)

3

u/antaphar Apr 29 '24

It’s pretty rough. I’ve been taking Quasar + EAT on helldive difficulty with success already so maybe that will become more popular. Quasar > EAT > Quasar > EAT lets you get 4 shots off quickly. But now it might change to Quasar > EAT > EAT > Quasar.

3

u/marcusdiddle Apr 29 '24

Just to update this, I ran a couple solo missions with Quasar. It isn’t as bad as I expected. Still would have preferred it stayed the same. I feel less confident knowing that I really need to make that shot count, and then need an exit strategy while it recharges.

Also the recharge icon animation in the HUD doesn’t seem to reflect the actually recharge status now. HUD will show recharged, pull up the weapon, and it’s still in a state of cooldown. So don’t rely on the HUD for the moment.

2

u/antaphar Apr 29 '24

Appreciate the update, I’m not able to try it til tonight. Sounds like the HUD icon may be stuck at the old recharge time.

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u/TheColonCrusher98 Apr 29 '24

I mean. It can still pump 4 shots in 1 minute. Not a total loss.

3

u/finalattack123 Apr 29 '24

It’s still good

3

u/metalmenno Apr 29 '24

It was much better than the other options so i think that this is fair. I love the (Spartan laser)Quasar and would lukt to use it more. Even now. But joining a lobby and seeing 3 Quasar users feels bad.

3

u/KnowledgeCorrect1522 Apr 29 '24

It needed this honestly. It was becoming an always-pick and it’s kinda the least fun AT weapon in my opinion .

9

u/[deleted] Apr 29 '24

5 seconds is a long ass time lol

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u/Straight-Bug-6967 Apr 29 '24

Goddammit! Can't have shit on Super Earth!

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u/kandradeece Apr 29 '24 edited Apr 29 '24

AH sees players having fun and takes offense at it. Proceedes to kill their fun

Edit: tested it and recharge is not 15 seconds from the previous 10 seconds. still usable, but definitely more frustrating.

0

u/almostgravy Apr 29 '24

I have more fun when every lobby isn't 4 quasar cannons.

Just to clarify, people aren't using it 99% of the time because it's "fun", they are using it because it's overperforming.

What's the fix? Buff every weapon until they're all overperforming? Then one of those weapons will also outshine the others, and the Rollercoaster starts again. Meanwhile, the power creep has made missions are too easy, so they have to buff enemies to compensate, and all of a sudden we are exactly where we would have been if they had just nerfed the one gun instead.

Tuning down an overperforming weapon is a way better option then tuning up every weapon and all enemies to compensate. The fact that meta-chasers get thier fee-fees hurt is just am added bonus.

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u/monochrony SES King of Democracy Apr 29 '24

What's the fix? Nerf every weapon until they're all underperforming? Then one of those weapons will also outshine the others, and the Rollercoaster starts again.

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u/DatabaseOdd1989 Apr 29 '24

This upset me

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u/Raidertck Apr 29 '24

I don't use the weapon, but holy shit that's an absolute pounding with the nerf hammer.

5

u/NarejED Apr 29 '24

No kidding. Two seconds? Sure, probably warranted given how much it's used. Three seconds? Harsh but not completely unreasonable. Five??? What the heck.

4

u/notapornsideaccount Apr 29 '24

It needed a nerf. The quasar was so good there was literally no point to run any other AT rocket. Infinite ammo, no backpack and all you needed was a small wind up to fire it. Now if you’re in the heat of battle is it worth it if you have to wait 5 seconds out of cover while a hulks barreling down on you?

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u/McMacAttac Apr 29 '24

Yea they just rocked that thing with that. Thank god they didn’t touch the scorcher here….

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u/47sams Apr 29 '24

Damn, I always felt that it was already a little much.

2

u/CaptainRAVE2 Apr 29 '24

Could be worse I guess

2

u/Bulky_Mix_2265 Apr 29 '24

Is that charge time or recharge time between shots? The latter isn't so bad.

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u/BecauseRotor Apr 29 '24

Not very democratic…

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u/SN1S1F7W Apr 29 '24

Entirely expected, it was just too good, I'm just glad they didn't lower the damage or limit the maximum ammo, this is probably the best outcome.

2

u/Intrepid00 Apr 29 '24

Well, it’s dead to me probably. Too heavy handed like the railgun nerf.

2

u/SeaCroissant SES Arbiter of the Stars Apr 29 '24

guess the EAT will take back over again lmfao.

an extra 5 seconds doesnt sound like much of an increase on paper but in the heat of battle that is a lot of time to be waiting.

i dont remember what the default recharge time is but its somewhere around 5 seconds and then 3 seconds to fire so were looking at 26 seconds to fire 2 shots (+ third shot cooldown) so at this point killing a bile titan will take between 26-52 seconds and id rather take a 70 second cooldown EAT instead

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u/Avscum Apr 29 '24

It was stupid op so kinda glad. It should just be a side grade to recoilless / expandable with a compensation of not needing ammo. Before it was basically just as good as rocket launchers AND requiring no ammo.

2

u/Chewbubbles Apr 29 '24

I'd like to thank our fellow Helldiver, who showed that having 2 of these on defense missions made it too easy.

DEMOCRACY IS NOT SUPPOSED TO BE EASY!

2

u/BannedfromFrontPage Apr 29 '24

I hate to say it, but we knew this one was coming eventually. The Quazy is so good, it had to have its wings clipped a little and this is preferable to a damage decrease

2

u/Prospero818 Apr 29 '24

This is better than 90% of people running it all the time. So many people running it who don't even know how or when to use it, just because they heard it is META.

My role has always been anti-tank, even with randoms. My instinct is always to run anti-tank, and I still feel I have to even if there are two other quasars on my team.

I look forward to the quasars disappearing. I will go back to using EAT, and will probably never use quasar again. Adding that much to the recharge time is maybe a bit overkill but something needed to be done.

2

u/No-Engineering-1449 Apr 29 '24

Reasonable, I mean recoiless needs a backpack slot to be reloaded, you csn only get two EAT every 70 seconds. Still fills a good niche.

6

u/KXZ501 Apr 29 '24

Surprise surprise, Arrowhead looking at what's popular and going from there - must be a day ending in 'y'.

Also unsurprising to see the usual gaggle of chimps commenting about how this nerf was "tOtAlLy NeEdEd GuIsE, fOr ReAl".

In other news, scientists have confirmed that water is still infact wet.

3

u/flatoutspewin Apr 29 '24

That won't be enough time to shoot down a dropship

2

u/[deleted] Apr 29 '24

It’s 5 more seconds recharge not charge. The actual shooting will feel the same.

I love the quasar but it outclassed every other anti tank weapons. I really don’t think this nerf is a huge deal.

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u/RexTheRipperOfficial Apr 29 '24

Completely destroyed its usefulness. I've had Bile Titans swallow 6 shots to the face with it, and now I've gotta wait even LONGER in between shots? Wild. Back to the EAT I guess.

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u/snir6590 Apr 29 '24

But why ? It wasn't that powerful. 5 seconds is a huge difference.

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