Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
protip: the medium machine gun can still kill anything the illuminate can throw at you. it is a lot less effective against the fleshblobs but just aim for the blue stuff that seems to be the weakspot

the changes to the SMGs
what did they change
 
protip: the medium machine gun can still kill anything the illuminate can throw at you. it is a lot less effective against the fleshblobs but just aim for the blue stuff that seems to be the weakspot


what did they change
Spread: Spread refers to how much a projectile veers from the point you're aiming at when you fire. This rebalance primarily targets SMGs and sidearms, which previously had noticeably higher spread values. We've reviewed all primary, sidearm, and support weapons with the intent to significantly reduce spread overall, as it didn’t make much sense for these specific weapons to have such high inaccuracy.

Drag: Drag determines how quickly a projectile loses speed over distance, affecting its damage. We've increased drag for pistol-caliber ammunition (used in SMGs and some sidearms) to better represent its shorter, wider projectile compared to rifle rounds. As a result, these weapons will be slightly less effective at longer ranges.
Here is how that affected some of the SMGs:
SMG-37 Defender
  • Spread decreased from 20 to 5
  • Drag increased from 0.3 to 0.6
  • Sway increased from 1 to 1.2
SMG-72 Pummeler
  • Spread decreased from 20 to 5
  • Drag increased from 0.3 to 0.6
  • Sway increased from 1 to 1.2
MP-98 Knight
  • Spread decreased from 25 to 5
  • Drag increased from 0.3 to 0.6
  • Sway increased from 1 to 1.2
StA-11 SMG
  • Spread decreased from 25 to 5
  • Drag increased from 0.3 to 0.6
  • Sway increased from 1 to 1.2
SMG-32 Reprimand
  • Spread decreased from 40 to 5
  • Drag increased from 0.3 to 0.6
 
I think I prefer it being able to destroy detector towers, but not the jammers. It gives an actual reason to bring the portable helbomb that isn't just for comedy's sake.
It was a good counterbalance to the ineptitude you find in matchmaking though. I've had too many cases where retards will chew through half the reinforcement budget on one jammer, it saves time and chances of success to be able to just one shot them. I guess at least the fags are giving us the ammo from the HSO back, but I still kinda dread getting home and actually seeing all the changes in place. I hope the talon sway doesn't make too big of a nerf because that little shit quickly became my go to sidearm.
 
my go to sidearm.
Amusingly I've actually dropped in favor of getting my old Dagger back with the new fire buffs. It totally kicks ass, the scythe does too. Combined with gas it's even more unstoppable than it already was.
 
It'd be nice if the guard dog didn't fly off to space when it needs to reload.
Damn, so they made the ultimatum fucking useless now?
For bots, yeah more or less. You can still one hit Hulks, even with a non-direct hit that lands at their feet or right next to their heat vented ass, but no more one shotting jammers or detector towers. Better change would've been to make those towers take 2 direct hits instead of 1.

The Ult will usually one shot the new fat fuck squids, and if it doesn't then shooting a handful of glowing blue faces will finish it.
what did they change
Aside from what Post mentioned, the biggest thing is that with the new customization system you can slap a vertical handgrip on the Reprimand and tame the recoil so you can actually fucking hit something in full auto, especially if you pair it with a good muzzle device. Same goes for the Liberator Carbine and Adjudicator, too.
 
Last edited:
Don't you love how patch day brings out the absolute fucking worst players in any game. I've lost more missions this past day than in the two months prior. Might just have to give up on quick play for a bit.
 
https://youtube.com/watch?v=P3nKmm7lbj8
This is the current situation. TL;DR, shit's fucked, grab a gun. Congratulations, you've been promoted from cannon fodder to speed bump.
omens of tyranny - Copy.webp
"No one spoke. There was no need. The threat of the Illuminate presented a simple choice: lay down your weapons and die for nothing, or hold them fast and die for something."
 
I know this all is scripted as hell, but I absolutely love 'trading space for time' scenarios. We're not expected to win this, just buy enough time for the folk on Super Earth to fortify and prepare. If we're lucky the squids'll be bled out enough that they won't be able to threaten Super Earth that hard. If.
 
I know this all is scripted as hell, but I absolutely love 'trading space for time' scenarios. We're not expected to win this, just buy enough time for the folk on Super Earth to fortify and prepare. If we're lucky the squids'll be bled out enough that they won't be able to threaten Super Earth that hard. If.
Nothing more cannon fodder cant solve.
 
Helldivers going mask off the second a xeno touches Super Earth.


 
Could someone please post a screenshot of what the galactic map look like now? I won't be able to play for a few days but this is looking interesting so far.
 
So autocannon flak ammo makes pretty quick work of the flesh bags, if you haven't tried yet. Bonus - it shoots down the stingrays real easy too.
AC is the goat for the squids. Flak ammo for the fleshbags/voteless and APFET rounds for the stingrays.
And yeah, the flak ammo on the fleshbags is awesome. I can usually take one down with 3-4 rounds.
 
Back
Top Bottom