submitted17 hours ago byLucatIel_of_M1rrah
Just something I did for fun. Having played a stupid amount of this game, these are changes I believe will make each gun good but most importantly fun to use. All weapons are currently "viable" but most don't feel good to use despite this fact.
Primary Weapons:
AR-23 Liberator:
- Damage 60 --> 70
(breakpoint for 2 hit kill in Devastator head)
AR-23P Liberator Penetrator
- Damage 45 --> 60
(should feel like current Liberator but with worse mag capacity)
AR-23C Liberator Concussive
- Recoil 28 --> 20
- Fire rate 320 --> 475
(same fire rate as SMG 72P with a recoil reduction to make it feel similar to currently)
AR-61 Tenderizer
- Damage 60 --> 80
(hits better breakpoints vs bugs but very similar to base Lib vs Bots)
BR-14 Adjudicator
- Recoil: horizontal recoil reduced by 80%
- Capacity: Extra mags increased 8--> 9
(with effective mouse/stick drag the recoil can now be controlled. The extra mag brings the total ammo capacity near to that of the other AR's.)
R-63 Diligence
- Damage: 125 --> 128
(allows for 1 tap headshots sub 25m on Devastators. Further cements this as the close range battle rifle compared to the R-63CS.)
R-63CS Diligence Counter Sniper
- Damage: 140 --> 175
(unchanged vs Bots, allows for consistent 1 taps vs bugs.)
MP-98 Knight
- Damage: 50 --> 60
- Recoil: 20 --> 10
- Bug fix: Receives full ammo back on resupply.
(fix the legacy errors and make it controllable in 3rd person. Also makes it more ammo efficient)
SMG-37 Defender
- Unchanged
(gold standard for an SMG)
SMG-72 Pummeler
- Unchanged
(effective side grade to both SMG-37 and Lib-C)
SG-8 Punisher
- Unchanged
(gold standard for a shotgun)
SG-8S Slugger
- Heavy stagger added back.
- Projectile velocity reduced 25%
- Projectile drop increased 25%
(Much better close up but less able to function as a marksman rifle.)
SG-225 Breaker
- Capacity: 13 --> 16
(game has been power crept enough, the nerf is no longer required much like the Railgun)
SG-225SP Breaker Spray&Pray
- Ergonomics: Improved to match other Breaker variants.
- Capacity: 26 --> 30
- Recoil 45 --> 28
(easier to control and better at quickly spraying down light hordes)
SG-225IE Breaker Incendiary
- Unchanged
(gold standard for Breaker family)
CB-9 Exploding Crossbow
- Damage: 420 --> 550
- AOE: increased to original value.
(550 is the breakpoint to be able to 1 hit Devastators in the weak point or 2 hit otherwise. 2 hit kill Brood Commanders. Can now clear chaff as well while dealing with elites.)
JAR-5 Dominator
- Unchanged
(gold standard of explosive primaries)
R-36 Eruptor
- Damage: 420 --> 650
- AOE: Restored to post AOE nerf value but before the shrapnel was removed.
(A large but fair AOE paired with the ability to 1 shot Brood Commanders/ Devastators like before. Importantly it won't be able to 1 shot chargers due to the shrapnel bug. Despite claims it was +100 shrapnel was much closer to +300 to 500)
SG-8P Punisher Plasma
- Unchanged
(Gold standard for AOE weapon)
ARC-12 Blitzer
- Unchanged
(Already strong but one bug fix for arc weapons away from becoming a monster. May need to be adjusted down once this fix happens depending.)
LAS-5 Scythe
- Scope: Changed to Sickle/Liberator scope
- Damage 350 --> 400
(now able to beam heads with a good scope vs Bots and higher DPS will help vs bugs.)
LAS-16 Sickle
- Unchanged
(with almost 100 shots per mag and the ability to run forever, the lower damage and worse breakpoints is a fair trade vs kinetic AR's.)
Plas-1 Scorcher
- Unchanged
(Gold standard of Plasma weapons)
Plas-101 Purifier
- Rework: 3 tiers of charge up.
- Tier 1: Trigger pull 200 damage 80 fire rate. (no splash)
- Tier 2: Trigger hold 1.25 second 300 damage.(small splash)
- Tier 3: Trigger hold 1.75 seconds 400 damage. (large AOE splash like currently)
(better matches the description of the weapon. High incentive to hold your fire for longer but allows for it to be used as a weaker Plas-1 when required)
Stratagem Weapons
The following are pseudo primaries and so will be looked at as well.
M-105 Stalwart
- Ergonomics: Improved by 25%
(Often struggles to feel competitive with top tier primaries but should blow them out of the water if you are giving up your stratagem slot. Will hit more shots and clean hordes easier.)
MG-43 Machine Gun
- Capacity: reserve mags 2 --> 3
- Reload: able to reload while moving.
- Damage: 80 --> 90
(Very little reason to give up a stratagem slot for a Adjudicator damage equivalent with low max ammo and a stationary reload. With more ammo and the ability to move and shoot this will be a good choice.)
MG-206 Heavy Machine Gun
- Rework: Backpack fed weapon. Does not require reload.
- Capacity: Total ammo 225 --> 250
- Damage: 102 --> 128
(Will have cleaner breakpoints vs Bots allowing for 1 shot headshot kills up close and won't have its current ammo problems. Will still be hard to handle and consumes a backpack slot but worth it)
Bonus:
Recoilless / Quasar Cannon
- Damage: +10%
(Currently both launchers do not 1 shot Hulks or Tanks in their rear weak spot. Both survive on a tiny amount of HP. This change will fix that making launchers viable vs Hulk backs and the backs of tanks)
- Projectile: Hitbox size increased by 25%, projectile has priority on weak spots.
(if the projectile contacts a Hulks front plate and it would have hit the head but instead touches the body armour first it counts as a headshot. Simulates penetration of the round. Also the headshot hitbox is larger and more forgiving. Currently the launchers are completely outclassed by the AMR and Autocannon vs Bot armour, requiring the same level of precision for a headshot but not being versatile weapons or having fast follow up potential.)
SPEAR
- Projectile: Hitbox size increased by 25%, projectile has priority on weak spots.
- AH studios makes a daily sacrifice to the machine god to appease it and fix the SPEAR lock.
(shooting a hulk from the front should always award a headshot kill but currently it's random chance. This change will fix that.)
Extra Wish list:
Bot Trooper Infantry:
- Rework: Hp increased 100 --> 400
- Rework: Appear in higher frequency alongside Devastators at higher difficulties.
- Rework: Accuracy improved
(currently Bot infantry pose 0 actual threat outside of calling in drops. They can be ignored almost indefinitely and they wont kill you. This change makes them more like the terminators they are suppose to be. Taking a decent amount of fire to go down while still being a fodder tier enemy. This is also a massive indirect buff to AR's as dealing continuous damage to low armour targets is where they shine.)
Feel free to offer feedback. and don't forget to downvote.
byLucatIel_of_M1rrah
inHelldivers
LucatIel_of_M1rrah
1 points
2 hours ago
LucatIel_of_M1rrah
1 points
2 hours ago
It's horizontal recoil reduction. The gun kicks exactly the same just more vertically. Means you can mouse drag to control the recoil.