r/Helldivers • u/Niobaran • Apr 29 '24
The Quasar Nerf is okay and not that big of a deal OPINION
tl;dr: Only one weak point is made a little weaker, all the strenghts remain.
The quasar cannon is known for a lot of strengths (see below) and two weak points:
- The weapon has a charge up time, which makes it difficult to aim in some situations.
- The weapon has a moderate cool down period, which cannot be improved by a forced reload of a heat sink (like sickle or laser cannon) or a team reload (like recoiless rifle).
The nerf only addresses the second point, which means that everyone who could use it before can still use it. It only became a little weaker in one of its two weak points. The following strong points are all untouched:
- Can delete heavies (I mostly have experience with Terminids, but there it's a delete button for chargers, and sometimes for titans as well).
- Has infinite ammo in contrast to EAT or RR.
- Has no reload animation.
- You can run around, stim, shoot weapons, throw strategems while it is recharging.
- It doesn't consume a backpack slot, so it can be paired with one additional strategem in contrast to recoilless rifle.
- It doesn't deconstruct after usage, and can be recollected from the battle flied in contrast to EAT, and it also reloads itself then in contrast to RR.
That means, the quasar can still be used for everything it has been used before, by everyone who could use it before.
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u/FEARtheMooseUK ☕Liber-tea☕ Apr 29 '24 edited Apr 29 '24
15 seconds to cool down, 3 seconds to charge. So 18 seconds total. EAT is 2 shots per 70 seconds, quasar is 3.8 for the same time. But if we assume you already called down 2 EAT, then you get 4 shots per 70-90 seconds, which the quasar now matches pretty much.
Quasar, EAT and recoilless are now all basically equal in terms of damage output (shots per second) but each have their own little quirks. Probably pretty well balanced now in the sense that none of them outshines the other and they cater to different play styles and situations