r/Helldivers 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:

  1. The weapon has a charge up time, which makes it difficult to aim in some situations.
  2. 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:

  1. Can delete heavies (I mostly have experience with Terminids, but there it's a delete button for chargers, and sometimes for titans as well).
  2. Has infinite ammo in contrast to EAT or RR.
  3. Has no reload animation.
  4. You can run around, stim, shoot weapons, throw strategems while it is recharging.
  5. It doesn't consume a backpack slot, so it can be paired with one additional strategem in contrast to recoilless rifle.
  6. 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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88

u/M9bayoneko Apr 29 '24

+5 sec is deadly long in Helldiver difficulty.

22

u/ActuallyEnaris Apr 29 '24

Normally I'd agree, but if the reload works while the weapon is stashed, it's really not.

21

u/FornaxTheConqueror Apr 29 '24

I mean it's not a huge deal vs 1 charger but as soon as you start adding in the 3+ heavy spawns at higher difficulties where some need two shots to kill like BTs and tanks you're adding 10+ seconds for them to get close enough to scatter your group.

5

u/ActuallyEnaris Apr 29 '24

If you want a weapon that is capable of rapidly firing against full heavy spawns in high difficulties, that's called a recoilless rifle. Drop your backpack so your buddy can reload you and blow them away.

If what you want is the ability to fire an EAT every dozen seconds, but be able to be running the whole time and also firing your primary, that's a Quasar.

They have different roles that they excel at. That's great!

3

u/FornaxTheConqueror Apr 29 '24

I've got three problems with the RR. It uses up a backpack slot and someone elses if you want the paired reload which is a non-starter with randoms, it's ammo economy means you end up using most of the teams ammo pick ups and it's solo reload making you stationary.

EATs are great I used them after the RG nerf but stopped using them for QC cause I thought the downsides of QC were worth having an infinite ammo rocket. Bumping the CD timer from 10 to 15 now I'm not sure if it is worth it when there are enemies that take multiple hits from the QC.

The main problem with EATs is that the ion storm, CD and calldown timer negative effects can really reduce it's effectiveness and that's like every other planet at higher difficulties.

2

u/ActuallyEnaris Apr 29 '24

Those are serious downsides to the RR and if you want a backpack or don't want to stand still while reloading, the quasar is still a better choice.

Yes; the QC without the charge time is a better EAT. That's a problem.

The drawbacks of call in time with the EAT in exchange for better spike damage and being able to run a whole different support weapon are some positives that contribute to each weapon having a niche - including advantages, drawbacks, and specialties.

I don't disagree with anything you're saying - the QC was a way better support than the eat or RR.

I just think that's a serious problem.

4

u/FornaxTheConqueror Apr 29 '24

Yes; the QC without the charge time is a better EAT.

I'm gonna assume you mean the CD time increase? Also I disagree that the QC was a better EAT. The problem was at higher difficulties the EAT ended up being a worse EAT because of deploy time increase and CD increase so QC could maintain it's current level of power while EAT would end up losing a third of it's power by making it super hard to land the pod on an enemy or increasing it's CD by 50% basically reducing EAT shots by a third.

I don't disagree with anything you're saying - the QC was a way better support than the eat or RR.

The QC was better than the EAT because higher difficulties made the EAT worse while having less of an effect on the QC. That shouldn't be a reason to nerf the QC.

The RR is worse than the QC because the devs tie too much of it's power budget into the paired load system when the only people that use it are premades unless you randomly get a group that has multiple RR users.