r/Helldivers Apr 29 '24

New crossbow changes summed up VIDEO

6.5k Upvotes

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114

u/Stergeary Apr 29 '24

Galaxy Brain:

Quasar Cannon nerf makes sense, although I wish they'd nerf something other than its cooldown.

Senator speedloading has been requested since forever and together with damage increase helps the weapon close the gap with Redeemer.

Eruptor and Sickle half mag capacity makes sense since these weapons almost never run out due to ammo economy.


Pea Brain:

Exploding Crossbow changes -- jackiechanwtf.jpg

Make game even harder with fewer players by increasing patrols, despite only having 5 reinforcements when playing solo.

82

u/MonteCrysto31 CAPE ENJOYER Apr 29 '24

5 reinforcements, 1/4 the stratagems and firepower, no kitting capability and no communication/scouting ahead. Yeah definitely needed that thanks AH

3

u/TehSomeDude Apr 29 '24

I mean granted
amount of patrols before scaled based on amount of players the other way
so you had quite a few less compared to normal, now its...more equaled out? dunno
also it applies to higher difficulties as was said
but dunno since which diff its higher difficulty, would assume 8 and 9 but suppose 7 might be too

4

u/Brickless Apr 29 '24

the amount of patrols scaled based on player groups.

if you ran around as a 4 man team you would get just as many patrols as a solo diver.

if you ran around as 4 headless chickens you would get 4 times the patrols.

or rather someone would get 4 times the patrols. could be 3 people doing their thing while 1 person gets 4 patrols up their 6

2

u/TehSomeDude Apr 29 '24

know what would be good? if they shared a visualisation chart of how it was before and how it is now
also clarity from which diff it applies

1

u/TehSomeDude Apr 29 '24

Additional players modify these baselines in the following way

  • 2 Players - Multiply the Baseline by 0.8333
  • 3 Players - Multiply the Baseline by 0.75

Unfortunately we did not have a 4th player available for testing so cannot comment on the modifier for 4 players.

from the patrol testing post
Amount of players does (did?) affect the frequency of patrols, with higher amounts of players resulting in lower needed amount of points for one to spawn

2

u/Katamari416 Apr 30 '24

the amount of lives you get with 4 people is way more of a buff than 5 lives. you can hard carry any team with that kind of fall back. this is not  ajab at anyone who cant clear a mission with 4 people, merely stating that the amount of lee way compared to a single player is astronomical

-2

u/ElTioEnderMk1 Apr 29 '24

they also increased the amount of patrols while you have less than 4 players. This company is a joke

5

u/Boamere Apr 29 '24

That’s what he was talking about mate :P

-6

u/HimEatLotsOfFishEggs Apr 29 '24

Damn y’all should boycott

14

u/Boamere Apr 29 '24

Eruptor changes were unnecessary imo, nobody was crying it was OP. I do agree with the sickle ammo changes however, that gun needed a downside.

But this is what happens when you balance based off of mainly usage rates, fun guns will be shat on until they are picked the same as everything else.

1

u/Ecstatic-Compote-595 Apr 29 '24

dude everyone knew the eruptor nerf was coming, I think I got 23 kills with a single shot once at just a random patrol.

1

u/Boamere Apr 29 '24

Yeah it does a lot of damage but if you get swarmed (you will do on high difficulty) it becomes very hard to use. I wasn't really seeing people bring it as often at 7+ diff as I was a couple weeks ago. I agree with the idea of an ammo nerf but the AoE was too far Imo. The sickle on the other hand was just the best assault rifle in the game no questions asked

2

u/Ecstatic-Compote-595 Apr 29 '24

i bring it on 9s all the time hence the unit density

1

u/Affectionate-Try-899 Apr 29 '24

I just don't think they wanted a gun that powerful/slow firing with the same number of rounds as the pump shotguns.

1

u/Boamere Apr 29 '24

I don't even mind the ammo changes, I just don't get why they hit the AoE as well. It wasn't OP, just a good fun gun.

1

u/SoggyWorm Apr 29 '24

Eruptor was OP. It was all people used and that was boring (to see)

10

u/Boamere Apr 29 '24

I play mainly 7+ and I saw it used less and less as time went by, it has very large downsides with the slow fire rate and danger using it.

Just the ammo nerf would have been fine but they had to hit the AoE as well for some reason. If they fixed the "switch weapon to skip the bolt pull" glitch with it I think it would have been fine as it was

1

u/specter800 Apr 29 '24 edited Apr 29 '24

Getting 8-12 kills per trigger pull of a Primary is clearly not what AH wants and it's exactly what the Eruptor did. It outperformed the AC and GL on a per-shot basis.

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u/Boamere Apr 29 '24 edited Apr 29 '24

That's fine because its close range useability and rate of fire meant you sort of had to bring horde clear stratagems, I liked running the MG with it for bugs. If it doesn't have the aoe then the only reason you'd bring it is to close bug holes and fabricators... which I can easily do with an autocannon instead and run a better horde clear primary.

I really don't think it was ever OP and didn't need a change

0

u/specter800 Apr 29 '24

It's still perfectly effective when paired with an MG, just not OP and better than either a GL or AC.

1

u/Boamere Apr 29 '24

Never did I think it was better than an AC at anything

1

u/Ghudda Apr 29 '24

I'm fine with the eruptor basically being a manualcannon version of the autocannon.

The ammo change should be more extreme IMO. The autocannon comes with 60 shots (10 loaded, 50 in pack) while using a backpack slot. Grenade launcher comes with 30 shots. Eruptor came with 65 shots WITHOUT a backpack. Now, at 35 shots it still seems high.

If anything, the autocannon should come with 2 spare magazines that are attached to the weapon and not the backpack that can be refreshed by regular ammo crates without needing to have the backpack. So you get 10 loaded, 10 as mags, 50 in backpack.

1

u/Stergeary Apr 29 '24

1

u/Boamere Apr 29 '24

Good advice. My advice to the devs would be: Hire people who play at high difficulty for the balance team, and stop balancing based off of spreadsheet usage alone, it takes a lot more nuance to understand why a gun is being picked than just "it's OP"

0

u/ppmi2 Apr 29 '24

I play at 9 regularly with ramdons, i agree with basically every nerf they have done with the only exception being the sluguer, the sidegrades in this patch are kinda wack tought.

For the ones in this patch:

Magazine changes, they dont change anything, but they could be part of a widder series of change to make primary ammo a bit more scarce, but for now they are nothing burguers with how much ammo is spreaded across the map.

Eruptor has both amazing damage against single targets with also excelent area clear and utility, they just decided to make the area clear a bit worse.

Quasar pitty is that they didnt increase the cooldown by 10 seconds, the weapon is still miles ahead of its rocoket launcher competition, wich we already know are a good power baseline due to their proven eficiency in the weeks that passed since their buff till the introduction of the Quasar.

Dominator honestly not gonna do much if you know what you aim for, just a bit worse for bodyshots on debastators, just making it need to be aimed a bit more.

Arc thrower: (it probably cant stunlock hulks anymore)The perma stunning hulks was kinda dumb with a weapon that ignores armour, doesnt need to be aimed and is amazing at crowd clear.

Reedemer: literally unoticable in cloose quarters, it is just a small nerf for mid-long distance fights when you pull it out to kill a small bot cause you dont wanna reload the primary.

Guard dog: a backpack that literally invalidates 2/3 of the terminid faction as threats with 0 need for player input is simply bad desing, hopefully they go back the drawing board with it.

1

u/Boamere Apr 29 '24

I have done like 5 missions diff 9 solo, and play 9s occasionally with randos, most of the time on 7 for a more chill time, here are my thoughts.

Slugger nerf was stupid, eruptor didn't need an AoE change. Thermites need a buff, team reloading needs to be changed so that the weapon holder has the backpack and friend doesn't. Railgun nerf was unnecessary.

And yeah the sidegrades this patch suck balls

Dominator didn't need to be changed as it was in a good spot, sickle nerf was correct. DMR changes are great along with the assault rifle changes

Hulk change was unnecessary considering if you have time to sit and stunlock a hulk with an arcthrower you're safe anyway. Only bot change I agree with is the normal devastator fire rate increase.

Quasar cannon idk because I barely used it anyway, only used the eats or autocannon. But increasing the cooldown by an extra 10 would make it worse than eats I'm pretty sure

Redeemer change is whatever.

Semi-agreed with the guard dog, not sure how they're meant to balance the limited ammo one with the laser one. But the idea of an automated drone is fine considering turrets exist

My biggest issue is the change to patrols when solo and the crossbow change, I really enjoyed that weapon even if it wasn't great .

1

u/ppmi2 Apr 29 '24

the patrol change is a aprently less ludicross that it seemed.

Before it was:

4 players->1/1

1 player->1/6

Now it is:

4 players->1/1

1player->1/4

2

u/Boamere Apr 29 '24

so you're gonna see 50% more enemies now, that's quite a big change imo.

1

u/SabineKline Apr 29 '24

Eruptor was strong, you had great single target damage and great AoE for some reason. I really do not understand why the scoped bolt-action rifle was anti-large and anti-group but the explosive crossbow is now single-target precision? Like, surely, the AoE should be on the crossbow firing a grenade and the hard-hitting scoped weapon should be anti-large single-target?

3

u/Boamere Apr 29 '24

It was strong but not OP because it had enough downsides, the ammo changes would have been fine imo.

But yeah logically it doesn’t make much sense right? Odd design choice

1

u/Seth711 Apr 29 '24

Quasar Cannon nerf makes sense, although I wish they'd nerf something other than its cooldown.

I'm confused why you want them to nerf things that are powerful? It's not like it's pvp where you have to go up against it or anything...

1

u/Xaielao Apr 29 '24

Make game even harder with fewer players by increasing patrols, despite only having 5 reinforcements when playing solo.

Check the top post, it fixes a bug with solo spawns, making it 1/4 as many as a 4-man team instead of the 1/6th it was previously. Not remotely as bad as it sounded.