@@hadson2460 Reducing recoil is more of a base passive, it's included in Engineering Kit and Fortified. Engineering Kit just has 30% reduction instead of 50%. So I think something around 30% would be good for Servo Assisted.
The lore is, the Minigun and the ammo backpack is so heavy that it doesn't even allow for running but the weight helps negate the recoil. That or idk add a exoskeleton to it or something.
In the first Helldivers game, they had a machine gun that had no extra magazines and was discarded after use, similar to an EAT or Commando. Maybe instead of the stamina drain system, they can just make it so that the minigun has limited ammo which cannot be replenished until you redeploy it as a stratagem. Just throwing ideas out there.
This one sounds like a no-brainer move. Definitely how it should be, but it will depend on how much ammo it will have, so not to out-balance other things.
You know, I thought the Stalwart was gonna become a primary weapon or a disposable quick cool down stratagem.... But then they increased ergonomics 👁👄👁
id assume thats what they would do as a minigun with unlimited ammo is busted and "reloading" a backpack isnt a thing if they had unlimited ammo exo would need to get it too or its would be... busted
I think the minigun being tied to stamina and movement is absolutely fine. I always envisioned the minigun more as a sentry style thing, where you would take a position and hold it, rather than run and gun. At most, walk with it Terminator style while firing but very innacurately
I totally agree with you. Like a moving sentry would be a great idea. Would help keep the strong back line and would mean people actually stay together rather than buggering off on their own all the time.
"I always envisioned the minigun more as a sentry style thing, where you would take a position and hold it, rather than run and gun." But wouldnt that make the HMG Emplacement kind of redundant?
If you're wondering how AH has such extensive knowledge about firearms, keep in mind that military service is mandatory is sweden. So, pretty much they're all veterans
@@Curccuit's weird you don't see more people using it, especially people who like bringing the shield pack. Trade packs with the recoiless/autocannon player, stick together and load for them. You both get the cover of the shield, and they get a higher rate of fire... it's not all about kills xD
@@toryunaminosaki1022 Sticking together when crap hits the fan isn't always so easy, you get one rocket strider rocket somewhere close by and your reloader and ammo backpack might be 200m away from you almost instantly. And getting higher firerate is also yes and no. Other helldiver cannot shoot at all if being loader. 2 players shooting and reloading their own ACs and taking accurate shots vs 1 AC getting reloaded by friend probably cannot take that many accurate shots as two on their own.
Energy weapons exist though! A sickle style rotary machine gun stratagem that replenishes if you don't overheat would be sick! The backpack could just be a huge battery.
Its super cool id like to see plasma heavy weapon too but the problem is still the same, bullet or not, one the 3 MG will become obsolete, we already have the 3 aspect of a MG light medium and heavy
Not if it required a battery pack to use, no. None of the other MGs have that limitation, so it would not automatically make one of them obsolete (again, this is assuming it required a backpack)
@@greenlotus3718I still sometimes wear the explosive resistance armor against boys. Half damage from explosions is like having 300 health for that burst vs the 200 all the time right? It’s noticeably less tanky on bugs, but on bits I’m constantly stepping on mines and being shot with cannons and it hurts way less with the basic heavy armors ime but then again I haven’t looked real into it
IRL Miniguns use .308 rounds, which is significantly smaller than the .50 cal ammo that HMGs would use and fire around 3000- 6000 RPM which require so much ammo that it isn't really practical as a squad weapon. But thats IRL, we are helldivers. anything is possible for us.
The most common one the US uses does shoot the military version of .308, but there are also .50 ones, and 5.56 ones exist but idk if anyone actually uses them
@@cavemanbonk8320 At best they're usually helicopter mounted. A minigun would NEVER be practical for infantry to carry around, far too heavy, cant fire it from cover, a logistical nightmare for ammo. I also cant think of any ground vehicle mounting them, usually the classic M2 .50 or an LMG like the M249 is put on vehicles
@@CrazyDutchguysyou mean an M240? M240 is used instead of M2 in some cases but I have NEVER heard of something that is puny enough to be a SAW (M249 in this case) being used as a vehicle mounted weapon
@@cavemanbonk8320It's pertinent to conversation that the ORIGINAL Minigun was in .308WIN/7.62X51mm, specifically. The 50BMG isn't a minigun^tm but a scaled gatling of its own - the 5.56 and 308 versions were dubbed miniguns (mini galling guns) because they could be carried/moved by one person... the 50BMG versions cannot.
Speaking of which i'd just enjoy a crossover with aliens, mostly weapons if xeno planet isn't likely. M41A Pulse Rifle and M57 Smartgun would be great and sound better. I suggest M57 smartgun purely because it doesn't automatically track targets like the other versions i think.
I gotta say I love how much arrowhead interacts with the community at this point. But from what Pilestadt is saying about the minigun mechanic rework we’d basically need power armor to be able to carry a belt fed version on our Divers. All in all I’d love to see an armor rework to where heavy armor actually gives us benefits other then 50 armor rating and makes us feel very sluggish, like just put the recoil control effect on them inherently that’s a win in and off itself to me
Honestly a back pack that's belt fed is an amazing idea, even if they don't add in a minigun if it's possible to modify/combine the belt fed into your primary just to have basically zero reload needed
I think the stamina system and the armor rating need to be replaced with a weight system where each weapon, armor and backpack has a weight which would just be a simple number value in the code The lower your weight the faster and longer you can run and swim and the faster you can swing your gun and you take less impact and fall damage and will be harder to spot at the cost of not being able to hold onto you gun while its firing and getting thrown around by every wayward breeze. (Including the breeze coming out of your jump pack) The more weight you have the slower you run, swim and swing your gun, you throw out your hip getting down from the couch and you have less stamina but you take less recoil, need more push force to get thrown and youll be carrying around more firepower than the little guy. Youll also be a bigger target so enemies will prioritize you over your frail baby teammates. Theres also the fact that armor that weighs you down more also protects you more but you can have massive armor and weigh less than a person who's in shorts and a tee as log as they're carrying a tank on their shoulders and you arent. This would add so much more depth to build crafting to have to think about how much all this gear will make you weigh. Might just bring 3 eagles and a jump pack or go full tank with max armor and the recoilless This would also work as an armor rework at the same time. The weight system itself could be done in a day since its just assigning a single number to each piece of gear, its just the game's interactions with that weight value that would take a bit of time
I'm surprised how AH, trying to be realistic with the equipment, decided to give the HMG that side grip. A weapon like that in real life would destroy your arm just by firing it xD.
@@Aldritch9183 The more Im thinking about it, the more I want the HMG to just be a M2 .50cal with a tripod so I can run around with a homie and be a MG team. Ma deuce hungers for ayylmaos
@@toryunaminosaki1022 Fair. But having a mobile option of the HMG Emplacement would be nice imo. Pros being ability to be mobile with the power, accuracy, and handling of a HMGE. Cons being slower fire rate (Due to being single barrel), fraction of the ammo (Keep mags to what the HMG currently has), taking up two slots(or just locking one off), and not being as proactive as the other MG options. Now, I wouldnt want to be juggling a tripod plus the gun. Rather it be one motion of setting it up (Thinking set up time should be around the same as a launcher reload) but I just think it would be fun.
They could make the engineering and fortified armor really help with adding a minigun, maybe they could even make servo-assisted armors help with it too, making it so you aren’t pushed back as much/at all, stuff like that
They're forgetting that this is a sci-fi game, so a mini wouldn't need to be the same as its real world counterpart. Here's my idea, put four sickles together, and boom, you got an energy mini-gun, or maybe super earth developed a way to reduce recoil.
how about a light weight mech, not as big as the two mech's we have but something similar to avatar? 2k rounds and able to sprint thinking (ripley getting into the "forklift") type idea... could be an option.
Because if they're not gonna make it completely OP they have to make it much weaker than the big mech. And then the whiners will whip up a complete shitstorm against the devs.
Instead of a support weapon, a support vest or armor, that either increases your armor to a large, solid amount or a up by a %. Youd maybe take less recoil however you either move a % slower or a flat determined speed. I think this could be cool. Also maybe increase melee damage!!!
If they do stamina based accuracy, it should scale with weapon size/power, so like pistols are almost not affected, smgs, and light rifles lightly, big rifles moderately, and the big honkin things like the lmg(and minigun) are affected most. Also, SUPER HEAVY ARMOR WOULD BE DOPE I LOVE TANKING.
@@Hedgepookyou mean other than being able to use ballistic shield, or carry objectives and shoot? I use smg a lot, try the pummler (can stagger lock things like stalkers or devastators, it's silly) or new killzone smg sometime
Agreed, and they should make more 200 armor sets. But with the mini gun they’d probably also have to make a new stance for it. It’s not exactly a weapon you can fire while laying prone
its simple treat the minigun like the spear if you don’t have the backpack you can’t reload so when you pick up the gun then pick up the backpack you will have to hit the reload button for the gun to now be loaded with the belt then it can be fired. if you run out of ammo you can pick up ammo or call in another minigun and only pick up the backpack then have to hit reload again.
Heres my minigun idea: Medium penetration, Beltfed from a backpack (5,000 rounds) 1600 RPM You have two Fire options, Standing still will consume no stamina, and recoil is easier to control Or You can walk in any direction and fire, however movement is severly slowed down (About as slow or a little quicker then Being stunned) and it consumes stamina aswell as accuracy being worsened However boosters and armour can effect the minigun mobility Peak physique armour- Same buff as any weapon, but your movment penatly while firing is reduced by 40% Speacial Infusion Booster- Minigun consumes no stamina and your movment is increased slightly including aiming Muscle Enhancment booster- Minigun stamina consumption is reduced by 50% The idea is to play into certain boosters and armours for a ""juggernaut" style of play, Ie. Twigsnapper armour, experimental infusion and Muscle Enhancment will turn you from a guy with big gun to biggest guy, with the biggest gun
@zDemoGODz aim at the glowing red eyes on the skull faceplates, they're lightly armored. Striders are medium but you shoot the missiles on the armored ones and they die on detonation, shoot the machine gun turrets off striders even the armored ones, then run to the front and shoot through the view port. It's really not that hard guys, just run solo helldive a few times and you'll figure out how effective the basic kit can be fairly quickly
1:14 Ummm, Orion sector is the one right next to Meridian (closer to Super Earth). They are probably making those planets playable because either bugs or Illuminates will push towards Earth through it
Give the minigun a retracting bipod, like a carryable HMG, however you only have a single ammo mag and need ammo packs to keep going. It makes your character fully slower just for having it, however its by a % and not a flat amount.
2:56 what does he means by "the game currently doesn't support a weapon occupying 2 slots" it kinda actualy dide, I mean autocanon and other weapons have a backpack
It’s because the backpack would constantly interact with the weapon, instead of periodic reloads, I think. We don’t have anything that ‘attaches’ to the weapon. I think they could just have us reload initially to make it work, but I’m not the dev team.
That can be conpensated by passives: - Servo assisted: Nullifies MG recoil (servos can bypass the recoil), and mitigates Stamina drain by 50% - Peak physique: Mitigates 45-50% of recoil debuff from MG and has a stamina mitigation of 25% (Muscle, commitment and sheer f'n will) I think armor tweaks would make some passives on armors could actually shine as well bringing balance that is so much needed in armors (Heavy patch)
I'd go with the exoskeleton Idea I'm seeing. That way it wouldn't need a full rework of the ammo system, it'd be more like a "tiny mech". Though it would need some rework, where maybe you can still use your stratagems while you have the minigun equipped, and there'd be no extra armor/health like you get with the mechs.
Make it Jin Roh styled as well. Heck, the Helghast had a Heavy Trooper who used a power armor suit with mini gun and ammo backpack, we could see another Killzone collaboration set introduce it.
I think an even bigger thing that would enjoy some attention is the infantry class aspect. Miniguns are befitting of Heavy Infantry, who are armed to the teeth with the intent of frontline combat, working in conjunction with heavier assets, and generally any defensive play, especially in comparison to Light Infantry seen in scout builds.
I think they should introduce some kind of new gear to support heavy weapons like the minigun like a Exosuit/exoskeleton Players can equip an exosuit that reduces stamina drain when carrying heavy weapons
I dont know the exact code of the game but it sounds like AH is making things complicated for themselves when they could just go around the problems. here are my spitball solutions First make it so when you fire it you go into a wide bracing stance automatically (somewhere between crouched and standing) and you cant move while firing at all. That solves the pushback problem Dont make the backpack attached to the gun, make it just like any other support backpack and have it function as the magazine for the minigun. If you aren't wearing the backpack the minigun has 0 magazines and 0 ammo. I can think of a couple of ways to implement this. if [minigun backpack on] = true -> set [minigun ammo] = [backpack ammo] if [minigun backpack on] = false -> set [minigun ammo] = 0 Or Give the minigun a magazine of 1 and then have the backpack constantly reload the gun every frame when you are wearing it. That way the minigun uses the backpacks ammo instead of its own and it will instantly run out of ammo when you aren't wearing the backpack As for the backpack interacting with the other 3 machine guns it could work as an alternative firing mode like the HALT where you can switch to belt fed mode that gives you a single magazine thats as big as the ammo left in the backpack. Then when you switch back or take the backpack off it reverts to the base gun with no changes And final solution, just add the Lead Storm from DRG that doesn't need a backpack and doesn't push you back because... it just doesn't
You're correct about AH making it hard on themselves --The engine HD2 runs on was already out of date (re:support) before they started making the game.
Have "Peak Physique" do way less stam drain when firing bigger weapons instead of the improved melee damage, or both, i dont mind. Keeps up the whole "rambo" look while actually achieving it in-game
This might be a very Niche idea, but what about a "boot attachement" slot for equipment we can wear put on in the ship. examples, Deploy bipod, anchors the diver in place to heavily reduce recoil while still standing up, would work well with a minigun or HMG. Thrusters, allow us to make higher jumps to get over walls without the jetpack. Without making us go full blown airborn. so just using the normal climb animation but have the thrusers push the diver higher to grab the ledge. Soft soles, for stealth, less sound. heavy plated soles, makes stepping on landmines and explosions on the leg area deal less damage so we might survive accidental missteps. Caulk boots. Essentially a smaller personal version of muscle enhancement, makes moving in hard terrain a little easier.
Hope they don't ruin the game again just deciding to do things that aren't fun because at the end of the day it's a video game and games are ment to be fun, the weapon I'm using screwing with my stamina is definitely not something that sounds fun and more annoying and I could see a lot of things no longer being used because of it
Add a backpack heatsink with changeable cooling packs or whatever like the other laser weapons and give it at least medium pen and I'll be perfectly happy with it
They should make a heavy weaponry warbond where they release powerful slow weapons and add a armor that let's you fire it while moving. And change the HMG and the eruptor because there powerful but they need to be up there on the powerful but draw backs list. HMG need 25% more durable damage and eruptor needs to outshine the crossbow when it comes to damage and AOE
What HMG is a strategem weapon and eruptor is not. also you make the primaries any bigger at this point they take the place of strategems like the stalwart and mmg
@AndrewJohnson-n3m I said what I said the HMG needs to have more durable damage to shred armor more reliably than it does now like a little more damage when it first came out and the eruptor needs to outshine the crossbow when it comes to damage and AOE. They can buff those weapons when they make a heavy weapon warbond because both weapons have a slow reload and is hard to aim without peak physic. Since they have similar drawbacks and people don't use them like the rest they might as well keep the drawbacks but give them trade offs for those drawbacks like the rest of the weapons in a heavy weapon warbond. Slow and powerful
Minigun. - requires “deployment” before firing (think bipods for a squad machine gun IRL). That results in no movement while in firing mode. - 1 massive clip requiring a supply pack to refill (making the supply pack the automatic backpack choice). This will get around the need for massive code changes to accommodate direct feeding from a backpack. Basically it would be a mobile turret position that needs external reloads to refill
As for how to implement the minigun, have it act as a support weapon that has a backpack for reloading, except that instead of needing to manually reload the weapon using ammo from the pack, the pack automatically feeds ammo into it. If you think of the autocannon where you cant reload it till you have used at least half the ammo(5 shots) and only then you can reload it, for 5. Have the auto loader pack be like that. If your support weapon has less than half its ammo, refill its ammo and remove one charge from the pack.
I think a good way to use the minigun is that the backpack uses a sort of arms when we are about to fire they drill to the ground and then allow us to shot. That way the back pack serves as a Magazine and also to prevent us from being thrown backwards due to recoil.(sorry for my bad english, i am so rusty)
You know how Cameramen use that exoskeleton that helps them hold and stabilize the camera? That + quick deploy outrigger spikes to hold the player into position. It would function as a standing bipod or a mobile one man machine gun emplacement if you will. It would kill the diver's mobility so he can fire this gun after a quick setup. (Search for outriggers in construction like vehicles like cranes, not nautical) And man I really hope they use a smaller GAU-19 as the model. 3 barrels look lighter and more manacing.
An EDF collab for the fencer armor as a strat would be nice, it would kinda make sense lore wise just call them the old guard or something. Having the AC-130 vulcan and 50mm/dispersal cannons would be neat as well.
recoil control being linked to stamina sounds like one of the most frustrating ideas they could have come up with. it'd be like if in elden ring you couldn't properly swing eventually in a boss arena. it'd make getting 100 skull count much harder too, like the enemies are going to be everywhere it's a horde shooter and limiting the amount of time you have to shoot them accurately seems like it'd just be a massive hindrance when you really need to lock in and kill like 70 of them.
I don't know about the specifics of whether the minigun should be backpack fed, expendable use, or ammo-assisted (which we would love), but I do have a suggestion. What if not only for the minigun but also for all other Support Machine Guns, the weapon wheel can let you switch from 'free aim/mobile firing' to a 'stance mode/stabilization aim?' Where the 'free aim/mobile firing' is how it is currently, and the 'stance mode/stabilization aim' allows for less recoil at the cost of less movement when aiming + moving & uses stamina to maintain accuracy. Granted stalwarts would see less impact from this but the MG43/HMG/Minigun would receive big help from this.
the minigun mechanic wise could operate similarly to a laser gun, but and the backpack is its standalone spot( i got some ideas bear with me), like you can pick up the minigun and it could replace your primary, and if you wanna use your secondary you can (something like space marines 2 heavy class) but the gun alone can't shoot anything so the backpack could be put on and similarly how you reload other stratagems but you'll only have to do it once and boom (if i fucked up my questionable explanation, apologies )
If they make the HMG strong like it should be I'd love it. If u fire it while moving it should knock u over but fire it while crouching it should be fine with some medium recoil. You probably won't hit anything accurately that's far unless it's a big target like a spore spewer but it's powerful enough to pop a bile titan head in 8 heads hots. And if u go prone with the HMG everything better take cover because what's recoil when u rely on freedom.
For the armor I think something like a juggernaut suit strategem would be dope and could theoretically help with the recoil issue. I know it would take a strategic slot, but it could then be designed programming wise kind of like the exosuits
Speaking of plausibility a 500rd backpack fed MG already exists as the IRONMAN (look it up). I think it should be a separate backpack stratagem from the MG that gets called down and converts all ammo from the stalwart/MG/HMG into a single magazine. And maybe subsequent call downs refill ammo?
I don't want stamina affected by heavy weapons, because i imagine it would affect the autocannon, and having to stay still while shooting would completely change how you have to fight, making you have to focus on primaries that just aren't strong enough.
On machine gun autoloading backpacks: I feel like the appropriate machine guns could drop with a backpack much like the autocannon or recoiless rifle does, but unlike the backpacks for those weapons this backpack wouldn't be required to reload the weapon (ie doesn't hold any ammo) and would just grant the matching machine guns an "autoloading" trait if used together. This would provide an optional piece of gear to allow the player to automatically reload their weapon without making any changes to users who just want to run the machine guns the way they've been since launch.
I think it would be sick to have a bipod backpack where when you crouch you just have little to no recoil for every weapon as the two support rod will just keep you in place. I’m imagining that for the heavy machine guns right now.
After arrowhead has added the minigun and can connect weapons and backpacks together, I’d love to have a heavy flamethrower with a fuel tank backpack connected. It could have a longer range and spread and maybe some more damage, but won’t have the flexibility to be used with an ammo supply or jump pack like the regular flamethrower.
A mini gun could have a overheat/cool down phase where the gun has a magazine in reality that reloads when the gun overheats ordinary down to disguise the automatic full or partial reload from the backpack. This would also assist in emphasizing the shoot and scoot or sweeping fire needed of the gun due to the few seconds it takes the gun to cool after each firing cycle.
A solution for "minugun with a backback" that uses only systems we have currently would be to have a machinegun with similar recoil as HMG, but damage and firerate of Stalward. I would have a backpack but instead of being feed directly, you need the backpack to reload its 500 round mags. Or maybe even do the Autocannon thingy where you need a backpack to reload it, but the clips hold 150 rounds each and you can stack 3-4 clips at once for total of 450-600 rounds in a mag. when using alone, it would be just a more clumsy version of MG 43, the default MG, bigger mag but MUCH longer reload time, and needs a backpack. but with teammate loading you, you could have 2400 rounds of constant fire (600 in the weapon and 1800 in the backpack)
If the issue for the minigun is “physics”, could one possible solution be adding an animation to take the backpack off and then attaching the gun to it so you have a pseudo mobile emplacement?
I think they made a good choice with “the line” for crossovers I also think clone troopers should be thrown in because if you think about it, as important each individual Helldiver is they are also very expendable, which is fitting the crossovers “line”. What I think would be cool to add for the ship is playing as an ODST and having the commander next to the operations table be a Spartan, it’s probably something they won’t do because that would take away the Helldivers theme of the ship I would think. But it’s still something cool to think about
Could be a armor set or just that heavy armor negates the pushback and allows you to either fire the minigun stationary or move forward with it at a slow movement speed.
After watching a video on the M-134 minigun, yeah the guy was in a stance and trying to keep from getting pushed back. Think it would be you can't move when shooting the minigun and if you tried it won't shoot.
To be honest, simply selecting your MG of choice with the highest fire rate and a supply backpack seems to meet the spirit of the portable gatling gun and its accuracy penalty with far more flexibility. But if I had to request something new, it would be an Auto-loading backpack stratagem which would counter the stationary-reload restriction, and put reserve ammo into a single pool equal or slightly less than the total ammo in a standard supply pack.
I think it would be cool to see limited colabs that changed the enemies as well. Though that would probably be too much money to design new enemies or skins for enemies for a limited time. I could picture a Terminator one where the Automatons started manufacturing Terminators. They already have the wormhole which it's unknown exactly what it is so it could make sense. Plus it would be cool to see the Phased Plasma Rifle in the game.
If they make the minigun a laser weapon that requires a cooldown instead of a reload, then a battery backpack could be added to the game to stretch out the active firing times. Plus, it could be applied to other laser stratagems! Shorter recharge time for the quasar for instance?
what i would like is the ability to 'pair' support strats together. Primarily for support weapons that don't come with a backpack. I'd love to be able to call down a stalwart and have it come with a personal shield or supply pack or guard dog etc.
The answer is more simple. A power armor. Similar to the mech but without the deflection possibilities but an increased HP pool. Add the minigun as a one arm mounted weapon that can be interacted with and reloaded within that armor.
Ive been thinking of a laser minigun thats expendable, once you pull the trigger the gun just keeps firing until its I.C.E is overheated, then you just throw it away.
I would love it if they did something extra for the minigun. Primarily if they made it so you can place down a platform and attach the minigun to it which will turn it into a turret, but once placed you cannot retrieve.
They could also use the heavy armor considered an exosuit type system from phoenix point where only heavy armors can attach heavy weapons like shoulder mounted laser/rocket launchers. That would actually make sense and give a REASON to wear heavy armor bc atm the speed makes it essentially useless. This would solve a multitude of issues along with a free jetpack on heavy armors with reduced boost obviously
@cloudplays the solution to the idea of "2 slots at once" -- use pre-existent Code of Backpack-Operated weapons, and start the weapon up from Empty Mag, then Team Reload it once and have entire alottment of Ammo in a single mag, with ammo indication being having a red light shining once its Loaded
Making the armors more of an important build out decision by making heavier weapons harder to use effectively in light armor and easier to control in heavy would be a pretty cool immersion factor. It would also help better define player roles within the team. The heavy, the scout, etc.
For the Star Wars franchise maybe something like a “time rift” or something that would transfer part of or entire world of Kamino would happen on the Automatons side. Then the Helldivers would save the Kaminoans gaining weapons and armor that the clones use. The buffs could be something like higher resistance to laser attacks, longer duration with jet packs, weapons that can do mid to high damage to armor, EMP nades to stun Automatons (maybe take out light armor ones, minor damage to mid armor ones and no damage to heavy armor ones🤷🏻♂️). Another possibility is finding dead clones or stormtroopers then the science people study the armor and weapons and apply them to helldiver weapons and armor. Just a few ideas for the Star Wars one.
It would be cool if there was a mechanic that it would have a minute cool down, but for thirty seconds, you basically have an adrenaline rush or your stamina drains slower, and you move faster. (No healing, just a dump of adrenaline for being in combat)
I like the idea that each new diver you play has random language. Sort of like how it is base that you respawn with a random voice by default, or if you are using an armor with exposed skin your skin is a random human skin tone.
The funny thing about the other half for the other ips is that instead of a crossover they can just make an armor that is inspired by these ips(there is already one for master chief).
Also to be honest, they could just use something like the exosuits, how it has the bar on the right side and left for the arms, but put that up for the minigun, and you are only able to fire the minigun with the backpack also equipped, or you get WAY less ammo for it. As far as the recoil. They could just have the player wear extremely heavy armor, like let's say the commando armor that has the 200 armor rating, it looks extremely bulky and could provide a realistic reason as to why the player could move with the minigun and be able to fire it. Or also add sort of power armor or something.
what if the mini gun is part of a like a exo skeleton suit ... it wouldnt add any extra armor to the diver an stops you from sprinting all together still requires a small amount of stam to aim an fire when you get tired you weapon arm drops to the ground ..... on that thought give it a micro explosive trait so if you shoot the ground due to lack of stam it rag dolls you slightly
I like the guy's post about team reloading. I was disappointed with the HMG release because I expecting it to work as a heavy weapons team, with needing assistance for decent deployment/redeployment and reload times. I hope they consider something like that, especially if they do plan to make bipods functional and have said that they might have released the HMG too early. And that language idea seems really fun.
They should add power armor. Make it like the Max suits in planetside 2. They have a mode where they lock in stance for stability. They allow the use of heavy weapons, but are slow and shouldn't be able to go prone so the high armor is a must.
Maybe a deployable kick stand built into the mini gun but makes it hard to run and gun. Kinda like in gears of war when you had the mini gun it could be fired from the hip but obviously from cover you could lay waste to anything in front of you
What if the minigun was a laser weapon, like the laser cannon or the quasar cannon? Maybe give it a tri-barrel rotary design, and have it fire the same laser projectiles as the sickle, but it has higher rate of fire, maybe higher damage or armor penetration, but also only one or two reloads in the form of those ICE cells. In this way, it would eliminate the concerns of being weighed down by a backpack. I don't think this would be too overpowered if done right.
I personally would like to see the mini gun work like the Z-6 rotary cannon from Star Wars Battlefront 2 if they were to make it a laser based weapon. If not then they could use it as a basis on how to implement recoil and movement.
I think the minigun drop would just spawn with an empty mag then similar to say a recoilless rifle, you load the belt from the backpack into the minigun and if either is dropped then it will disconnect said belt. Could have maybe a require function to be operable.
I’d quite like an emplacement or a mech walker that allows you to place support weapons and associated backpacks onto them, and they backpack reload without teammate assistance while providing recoil assistance.
1. Add super heavy armor which doesn't allow sprinting 2. Backpack fed weapons can be deployed only for those who wear super heavy armor 3. Such armor should be able to deflect light firearms (meaning, no damage to helldivers) Basically, a mix between exo suite and heavy armor
Just an idea : Allow the new IFV to be able to tow certain things or allow the machine gun on to to be replaced with a turret stratagem. This would give us another reason to see the vehicle in game as I still just see people using other things instead.
Use an exo-skeleton that has the backpack and minigun attached to it, and you can enter and exit from it like the exo just its a strategem armor and you can refill ammo, you move slow and drain your stamina faster than heavy armor but it gives extra armor value.
I don´t know, what the regular forces of earth is in the Halo Univers, but i think, that with Starship Troopers, the WH 40K Guard + the Halo Grunts could both be used for a SEAF ground forces, like defending cities or a fort against other factions, not just the Helldivers itself. Like these forces sending a distress beacn and the Helldivers dropping to thier support or Trooper Strategems to reinforce on the battlefield. For a new armor sets, In Starship Trooper, we have the Marauder + Exosuit, in Halo the Spartans and in WH40K the Scions or Kasrkin. I would love to see a Morita MK2 in Helldivers. In regard to Minigun or other heavy weapons. It make sense, that heavy armor will give the most benefits for the use with heavy weaponry, while light armor has the most negativs, even with full stamina. Adding a 4th stat for recoil reduction, perhaps?
Heavy armor should be reworked into something really heavy, like a walking tank. It should make sense that heavy armor should withstand more than a few slashes of a bug.
okay, but what could be a great idea is something similar to the ballistic suit that you can call in in GTA, removes the need for a super heavy armor as its built into the stratagem
I think "servo assisted" armor should be able to help control heavy weapons/recoil.
PREACH🗣
PLEASE
Makes perfect sense, but then the armor that decrease recoil when crouched / prone would become useless and would have to change as well.
@@hadson2460 Reducing recoil is more of a base passive, it's included in Engineering Kit and Fortified. Engineering Kit just has 30% reduction instead of 50%. So I think something around 30% would be good for Servo Assisted.
@@hadson2460I say keep the grenades on he engineering kit and move the 30% prone recoil over to the recoil
The lore is, the Minigun and the ammo backpack is so heavy that it doesn't even allow for running but the weight helps negate the recoil. That or idk add a exoskeleton to it or something.
Ooo a mini gun exo would be really cool. Make it nice and armored, probably some rocket pods on the other arm?
If that’s the trade off I hope they add in the heavy armor from Hd1
@@P3rcival97lol dont we have a mech like that ?
Very good, could make it like the movie edge of tomorrow but with the ammo pack and mini gun
I am pretty sure the standard mechs got minigun
In the first Helldivers game, they had a machine gun that had no extra magazines and was discarded after use, similar to an EAT or Commando. Maybe instead of the stamina drain system, they can just make it so that the minigun has limited ammo which cannot be replenished until you redeploy it as a stratagem. Just throwing ideas out there.
That seems like a nice compromise to me
This one sounds like a no-brainer move. Definitely how it should be, but it will depend on how much ammo it will have, so not to out-balance other things.
When I first heard of the possible mini gun I assumed it would be a backpack fed and what you get is what you get never even thought of another option
You know, I thought the Stalwart was gonna become a primary weapon or a disposable quick cool down stratagem.... But then they increased ergonomics 👁👄👁
id assume thats what they would do as a minigun with unlimited ammo is busted and "reloading" a backpack isnt a thing if they had unlimited ammo exo would need to get it too or its would be... busted
I think the minigun being tied to stamina and movement is absolutely fine. I always envisioned the minigun more as a sentry style thing, where you would take a position and hold it, rather than run and gun. At most, walk with it Terminator style while firing but very innacurately
I totally agree with you. Like a moving sentry would be a great idea. Would help keep the strong back line and would mean people actually stay together rather than buggering off on their own all the time.
so you envision the minigun as a sentry style thing....sounds like a gatling sentry.....
@@fanert1 Sounds like a traitor to democracy
@@fanert1 yeah but you cant move the gatlijg can you? dumass
"I always envisioned the minigun more as a sentry style thing, where you would take a position and hold it, rather than run and gun."
But wouldnt that make the HMG Emplacement kind of redundant?
If you're wondering how AH has such extensive knowledge about firearms, keep in mind that military service is mandatory is sweden. So, pretty much they're all veterans
Which is why it's weird to me that you have to wear the ammo pack to help your friend load, you should be loading from his pack, not your own
@cavemanbonk8320 I've definitely thought about this myself, doesn't make a whole lot of sense
@@cavemanbonk8320 This would be super good change, this feature is pretty rarely used because of how hard it is to use effectively.
@@Curccuit's weird you don't see more people using it, especially people who like bringing the shield pack.
Trade packs with the recoiless/autocannon player, stick together and load for them.
You both get the cover of the shield, and they get a higher rate of fire... it's not all about kills xD
@@toryunaminosaki1022 Sticking together when crap hits the fan isn't always so easy, you get one rocket strider rocket somewhere close by and your reloader and ammo backpack might be 200m away from you almost instantly.
And getting higher firerate is also yes and no. Other helldiver cannot shoot at all if being loader. 2 players shooting and reloading their own ACs and taking accurate shots vs 1 AC getting reloaded by friend probably cannot take that many accurate shots as two on their own.
Energy weapons exist though! A sickle style rotary machine gun stratagem that replenishes if you don't overheat would be sick!
The backpack could just be a huge battery.
Ooooh! I like this idea! I would want it to be medium armor pen, but yea, something like this would be sweet.
Its super cool id like to see plasma heavy weapon too but the problem is still the same, bullet or not, one the 3 MG will become obsolete, we already have the 3 aspect of a MG light medium and heavy
Not if it required a battery pack to use, no. None of the other MGs have that limitation, so it would not automatically make one of them obsolete (again, this is assuming it required a backpack)
man i hope for a laser gattling gun.. or any kind of high fire rate/large calibre gun
Stratagem surely it can be like the sickle but size of laser cannon
Gatling laser with the backpack being the heatsink would be really cool imo
Fallout style
@@cavemanbonk8320and if it overheats you explode
Bring me the trident from the original. Laser shotguns!
If you ever feel useless, just know Evacuate asset missions have SAMs
How do you activate them?
@@wildmoose3979that’s the neat part, you don’t
deactivated by the bots... somehow... that's why evacuate.
I thought that was the reason enemies ships dropped outside the walls and not right onto the generators
I did a blitz mission against Illuminate yesterday that had 3 SAM launchers in it; we didn't know it until we extracted.
Super heavy Armor + Mini gun = Car for mobility
I always rock my 200 armor 🔥
@@greenlotus3718 Not for me i like mobility
@@greenlotus3718I still sometimes wear the explosive resistance armor against boys. Half damage from explosions is like having 300 health for that burst vs the 200 all the time right? It’s noticeably less tanky on bugs, but on bits I’m constantly stepping on mines and being shot with cannons and it hurts way less with the basic heavy armors ime but then again I haven’t looked real into it
@ I still love my baby lol not hating other armor but I’m to attached to it
IRL Miniguns use .308 rounds, which is significantly smaller than the .50 cal ammo that HMGs would use and fire around 3000- 6000 RPM which require so much ammo that it isn't really practical as a squad weapon. But thats IRL, we are helldivers. anything is possible for us.
The most common one the US uses does shoot the military version of .308, but there are also .50 ones, and 5.56 ones exist but idk if anyone actually uses them
@@cavemanbonk8320 At best they're usually helicopter mounted. A minigun would NEVER be practical for infantry to carry around, far too heavy, cant fire it from cover, a logistical nightmare for ammo. I also cant think of any ground vehicle mounting them, usually the classic M2 .50 or an LMG like the M249 is put on vehicles
@@CrazyDutchguysyou mean an M240? M240 is used instead of M2 in some cases but I have NEVER heard of something that is puny enough to be a SAW (M249 in this case) being used as a vehicle mounted weapon
@@cavemanbonk8320It's pertinent to conversation that the ORIGINAL Minigun was in .308WIN/7.62X51mm, specifically. The 50BMG isn't a minigun^tm but a scaled gatling of its own - the 5.56 and 308 versions were dubbed miniguns (mini galling guns) because they could be carried/moved by one person... the 50BMG versions cannot.
Easy. Tell the destroyer crew they are good boys and give them some meth. They will increase ammo pack efficiency and give you an extra 50% ammo.
They could add a harness to the minigun like they did in Aliens with the M56 Smartgun.
The Smartgun also had a gryo stabilizer that helped keep the barrel leveled
Speaking of which i'd just enjoy a crossover with aliens, mostly weapons if xeno planet isn't likely. M41A Pulse Rifle and M57 Smartgun would be great and sound better. I suggest M57 smartgun purely because it doesn't automatically track targets like the other versions i think.
dude that would be so metal and actually i think it really fits helldivers
@RikkiNakesone that makes me dribble. I'd love an aliens crossover. To hear the pulse rifle as you shoot, never gets old.
I'd never use another primary, if they gave us an M41 xD
I gotta say I love how much arrowhead interacts with the community at this point. But from what Pilestadt is saying about the minigun mechanic rework we’d basically need power armor to be able to carry a belt fed version on our Divers. All in all I’d love to see an armor rework to where heavy armor actually gives us benefits other then 50 armor rating and makes us feel very sluggish, like just put the recoil control effect on them inherently that’s a win in and off itself to me
40k Terminator style super heavy armor? Good against smaller foes, bad choice for impalers.
A backpack that acts like one giant magazine would be sick.
That’s what I was thinking. Something like the gattling laser from fallout 3
Belt fed backpack Minigun
Hell yeah
Honestly a back pack that's belt fed is an amazing idea, even if they don't add in a minigun if it's possible to modify/combine the belt fed into your primary just to have basically zero reload needed
It's an interesting idea for sure. But wouldn't it be obsolete to supply pack? You get more reloads but also stims and grenades.
One way to counter the stamina drain for the mini-gun would be to use the experimental infusion before absolutely destroying your foes
EI negatively affects accuracy already.
@@kashem425 suck it up, who is trying to be accurate with a damn MINIGUN
Can also use the stamina booster, and use medic armor and stim when you need stam.
I think the stamina system and the armor rating need to be replaced with a weight system where each weapon, armor and backpack has a weight which would just be a simple number value in the code
The lower your weight the faster and longer you can run and swim and the faster you can swing your gun and you take less impact and fall damage and will be harder to spot at the cost of not being able to hold onto you gun while its firing and getting thrown around by every wayward breeze. (Including the breeze coming out of your jump pack)
The more weight you have the slower you run, swim and swing your gun, you throw out your hip getting down from the couch and you have less stamina but you take less recoil, need more push force to get thrown and youll be carrying around more firepower than the little guy. Youll also be a bigger target so enemies will prioritize you over your frail baby teammates.
Theres also the fact that armor that weighs you down more also protects you more but you can have massive armor and weigh less than a person who's in shorts and a tee as log as they're carrying a tank on their shoulders and you arent.
This would add so much more depth to build crafting to have to think about how much all this gear will make you weigh. Might just bring 3 eagles and a jump pack or go full tank with max armor and the recoilless
This would also work as an armor rework at the same time. The weight system itself could be done in a day since its just assigning a single number to each piece of gear, its just the game's interactions with that weight value that would take a bit of time
I honestly wouldnt mind if the Heavy MG needed a bipod (Or even a proper tripod mount as a backpack) deployed In order to use it effectively.
I'm surprised how AH, trying to be realistic with the equipment, decided to give the HMG that side grip. A weapon like that in real life would destroy your arm just by firing it xD.
@@Aldritch9183 The more Im thinking about it, the more I want the HMG to just be a M2 .50cal with a tripod so I can run around with a homie and be a MG team. Ma deuce hungers for ayylmaos
@@twahtskieat that point, it's just the hmg emplacement, with extra steps
@@toryunaminosaki1022 Fair. But having a mobile option of the HMG Emplacement would be nice imo. Pros being ability to be mobile with the power, accuracy, and handling of a HMGE. Cons being slower fire rate (Due to being single barrel), fraction of the ammo (Keep mags to what the HMG currently has), taking up two slots(or just locking one off), and not being as proactive as the other MG options.
Now, I wouldnt want to be juggling a tripod plus the gun. Rather it be one motion of setting it up (Thinking set up time should be around the same as a launcher reload) but I just think it would be fun.
They could make the engineering and fortified armor really help with adding a minigun, maybe they could even make servo-assisted armors help with it too, making it so you aren’t pushed back as much/at all, stuff like that
Laser Minigun. Like a sickle on crack.
The scythe has it support weapon equivalent the las cannon now we just need the sickles support weapon equivalent.
Honestly id take an impact laser cannon.
I mean basically what a factory walker strider has on its chin.
So old fallout style gatling laser, would be nice.
It's called the laser cannon
They're forgetting that this is a sci-fi game, so a mini wouldn't need to be the same as its real world counterpart. Here's my idea, put four sickles together, and boom, you got an energy mini-gun, or maybe super earth developed a way to reduce recoil.
how about a light weight mech, not as big as the two mech's we have but something similar to avatar? 2k rounds and able to sprint thinking (ripley getting into the "forklift") type idea... could be an option.
Because if they're not gonna make it completely OP they have to make it much weaker than the big mech. And then the whiners will whip up a complete shitstorm against the devs.
@@Nanakiyamibut you can run
now imagina if you could jump with it
A helldiver's version of the chicken walker would be awesome
Instead of a support weapon, a support vest or armor, that either increases your armor to a large, solid amount or a up by a %. Youd maybe take less recoil however you either move a % slower or a flat determined speed. I think this could be cool. Also maybe increase melee damage!!!
You act like the devs look at RUclipsrs for the changes they do😂😂
If they do stamina based accuracy, it should scale with weapon size/power, so like pistols are almost not affected, smgs, and light rifles lightly, big rifles moderately, and the big honkin things like the lmg(and minigun) are affected most.
Also, SUPER HEAVY ARMOR WOULD BE DOPE I LOVE TANKING.
Would give more incentive for using SMGs tbh.
@@Hedgepookyou mean other than being able to use ballistic shield, or carry objectives and shoot?
I use smg a lot, try the pummler (can stagger lock things like stalkers or devastators, it's silly) or new killzone smg sometime
Agreed, and they should make more 200 armor sets. But with the mini gun they’d probably also have to make a new stance for it. It’s not exactly a weapon you can fire while laying prone
its simple treat the minigun like the spear if you don’t have the backpack you can’t reload so when you pick up the gun then pick up the backpack you will have to hit the reload button for the gun to now be loaded with the belt then it can be fired. if you run out of ammo you can pick up ammo or call in another minigun and only pick up the backpack then have to hit reload again.
Heres my minigun idea:
Medium penetration, Beltfed from a backpack (5,000 rounds) 1600 RPM
You have two Fire options, Standing still will consume no stamina, and recoil is easier to control
Or
You can walk in any direction and fire, however movement is severly slowed down (About as slow or a little quicker then Being stunned) and it consumes stamina aswell as accuracy being worsened
However boosters and armour can effect the minigun mobility
Peak physique armour- Same buff as any weapon, but your movment penatly while firing is reduced by 40%
Speacial Infusion Booster- Minigun consumes no stamina and your movment is increased slightly including aiming
Muscle Enhancment booster- Minigun stamina consumption is reduced by 50%
The idea is to play into certain boosters and armours for a ""juggernaut" style of play, Ie. Twigsnapper armour, experimental infusion and Muscle Enhancment will turn you from a guy with big gun to biggest guy, with the biggest gun
we need somemore guns man ....with like futuristic M16 with the grenade launcher ...this mini machine gun news is nice
They'd probably make it light penetrating and I wouldn't wanna use it if they did
@jaybowo7159 "I can't hit my shots on weak points and it's the devs problem."
Fixed it for you
@@wildmoose3979good luck with that vs super helldive bots. Most of their weakpoints have lvl 3 armour still.
@zDemoGODz aim at the glowing red eyes on the skull faceplates, they're lightly armored. Striders are medium but you shoot the missiles on the armored ones and they die on detonation, shoot the machine gun turrets off striders even the armored ones, then run to the front and shoot through the view port.
It's really not that hard guys, just run solo helldive a few times and you'll figure out how effective the basic kit can be fairly quickly
1:14 Ummm, Orion sector is the one right next to Meridian (closer to Super Earth). They are probably making those planets playable because either bugs or Illuminates will push towards Earth through it
Give the minigun a retracting bipod, like a carryable HMG, however you only have a single ammo mag and need ammo packs to keep going. It makes your character fully slower just for having it, however its by a % and not a flat amount.
2:56 what does he means by "the game currently doesn't support a weapon occupying 2 slots" it kinda actualy dide, I mean autocanon and other weapons have a backpack
It’s because the backpack would constantly interact with the weapon, instead of periodic reloads, I think. We don’t have anything that ‘attaches’ to the weapon. I think they could just have us reload initially to make it work, but I’m not the dev team.
You can use all current backpack weapons without the backpack. You use the backpack just for reloading and nothing else.
@@ShadowDreamer100 yeah okay, I get it now, thanks
That can be conpensated by passives:
- Servo assisted: Nullifies MG recoil (servos can bypass the recoil), and mitigates Stamina drain by 50%
- Peak physique: Mitigates 45-50% of recoil debuff from MG and has a stamina mitigation of 25% (Muscle, commitment and sheer f'n will)
I think armor tweaks would make some passives on armors could actually shine as well bringing balance that is so much needed in armors (Heavy patch)
I'd go with the exoskeleton Idea I'm seeing. That way it wouldn't need a full rework of the ammo system, it'd be more like a "tiny mech". Though it would need some rework, where maybe you can still use your stratagems while you have the minigun equipped, and there'd be no extra armor/health like you get with the mechs.
Make it Jin Roh styled as well. Heck, the Helghast had a Heavy Trooper who used a power armor suit with mini gun and ammo backpack, we could see another Killzone collaboration set introduce it.
I think an even bigger thing that would enjoy some attention is the infantry class aspect. Miniguns are befitting of Heavy Infantry, who are armed to the teeth with the intent of frontline combat, working in conjunction with heavier assets, and generally any defensive play, especially in comparison to Light Infantry seen in scout builds.
I think they should introduce some kind of new gear to support heavy weapons like the minigun like a
Exosuit/exoskeleton Players can equip an exosuit that reduces stamina drain when carrying heavy weapons
Like a modifier like the stamina up grade
I dont know the exact code of the game but it sounds like AH is making things complicated for themselves when they could just go around the problems. here are my spitball solutions
First make it so when you fire it you go into a wide bracing stance automatically (somewhere between crouched and standing) and you cant move while firing at all. That solves the pushback problem
Dont make the backpack attached to the gun, make it just like any other support backpack and have it function as the magazine for the minigun. If you aren't wearing the backpack the minigun has 0 magazines and 0 ammo.
I can think of a couple of ways to implement this.
if [minigun backpack on] = true -> set [minigun ammo] = [backpack ammo]
if [minigun backpack on] = false -> set [minigun ammo] = 0
Or
Give the minigun a magazine of 1 and then have the backpack constantly reload the gun every frame when you are wearing it. That way the minigun uses the backpacks ammo instead of its own and it will instantly run out of ammo when you aren't wearing the backpack
As for the backpack interacting with the other 3 machine guns it could work as an alternative firing mode like the HALT where you can switch to belt fed mode that gives you a single magazine thats as big as the ammo left in the backpack. Then when you switch back or take the backpack off it reverts to the base gun with no changes
And final solution, just add the Lead Storm from DRG that doesn't need a backpack and doesn't push you back because... it just doesn't
You're correct about AH making it hard on themselves --The engine HD2 runs on was already out of date (re:support) before they started making the game.
@
I already knew that part, im talking about the way they choose to look at this problem is way more complicated than it needs to be
Have "Peak Physique" do way less stam drain when firing bigger weapons instead of the improved melee damage, or both, i dont mind. Keeps up the whole "rambo" look while actually achieving it in-game
This might be a very Niche idea, but what about a "boot attachement" slot for equipment we can wear put on in the ship.
examples, Deploy bipod, anchors the diver in place to heavily reduce recoil while still standing up, would work well with a minigun or HMG.
Thrusters, allow us to make higher jumps to get over walls without the jetpack. Without making us go full blown airborn. so just using the normal climb animation but have the thrusers push the diver higher to grab the ledge.
Soft soles, for stealth, less sound.
heavy plated soles, makes stepping on landmines and explosions on the leg area deal less damage so we might survive accidental missteps.
Caulk boots. Essentially a smaller personal version of muscle enhancement, makes moving in hard terrain a little easier.
Hope they don't ruin the game again just deciding to do things that aren't fun because at the end of the day it's a video game and games are ment to be fun, the weapon I'm using screwing with my stamina is definitely not something that sounds fun and more annoying and I could see a lot of things no longer being used because of it
I wear heavy armor. I cry that people entertain the stamina drain.
Maybe there could be an Armour perk that helps with recoil.
Heavy Armour - Stamina drains slower while firing machine guns?
Why it would still be useless without the armor
Sickle minigun, lasers have low impact high fire rate and wouldn't need a backpack
Add a backpack heatsink with changeable cooling packs or whatever like the other laser weapons and give it at least medium pen and I'll be perfectly happy with it
@cavemanbonk8320 a backpack would be unessessery unless it holds car battery sized I.C.E.
They should make a heavy weaponry warbond where they release powerful slow weapons and add a armor that let's you fire it while moving. And change the HMG and the eruptor because there powerful but they need to be up there on the powerful but draw backs list. HMG need 25% more durable damage and eruptor needs to outshine the crossbow when it comes to damage and AOE
What HMG is a strategem weapon and eruptor is not. also you make the primaries any bigger at this point they take the place of strategems like the stalwart and mmg
@AndrewJohnson-n3m I said what I said the HMG needs to have more durable damage to shred armor more reliably than it does now like a little more damage when it first came out and the eruptor needs to outshine the crossbow when it comes to damage and AOE. They can buff those weapons when they make a heavy weapon warbond because both weapons have a slow reload and is hard to aim without peak physic. Since they have similar drawbacks and people don't use them like the rest they might as well keep the drawbacks but give them trade offs for those drawbacks like the rest of the weapons in a heavy weapon warbond. Slow and powerful
Minigun.
- requires “deployment” before firing (think bipods for a squad machine gun IRL). That results in no movement while in firing mode.
- 1 massive clip requiring a supply pack to refill (making the supply pack the automatic backpack choice). This will get around the need for massive code changes to accommodate direct feeding from a backpack.
Basically it would be a mobile turret position that needs external reloads to refill
As for how to implement the minigun, have it act as a support weapon that has a backpack for reloading, except that instead of needing to manually reload the weapon using ammo from the pack, the pack automatically feeds ammo into it.
If you think of the autocannon where you cant reload it till you have used at least half the ammo(5 shots) and only then you can reload it, for 5. Have the auto loader pack be like that. If your support weapon has less than half its ammo, refill its ammo and remove one charge from the pack.
I think a good way to use the minigun is that the backpack uses a sort of arms when we are about to fire they drill to the ground and then allow us to shot. That way the back pack serves as a Magazine and also to prevent us from being thrown backwards due to recoil.(sorry for my bad english, i am so rusty)
You know how Cameramen use that exoskeleton that helps them hold and stabilize the camera? That + quick deploy outrigger spikes to hold the player into position. It would function as a standing bipod or a mobile one man machine gun emplacement if you will. It would kill the diver's mobility so he can fire this gun after a quick setup. (Search for outriggers in construction like vehicles like cranes, not nautical) And man I really hope they use a smaller GAU-19 as the model. 3 barrels look lighter and more manacing.
I'm still waiting on a deployable super heavy armor suit
I love heavy armor, bring it to everything and generally do fine, and usually do dif 7 or 8
An EDF collab for the fencer armor as a strat would be nice, it would kinda make sense lore wise just call them the old guard or something.
Having the AC-130 vulcan and 50mm/dispersal cannons would be neat as well.
recoil control being linked to stamina sounds like one of the most frustrating ideas they could have come up with. it'd be like if in elden ring you couldn't properly swing eventually in a boss arena. it'd make getting 100 skull count much harder too, like the enemies are going to be everywhere it's a horde shooter and limiting the amount of time you have to shoot them accurately seems like it'd just be a massive hindrance when you really need to lock in and kill like 70 of them.
I don't know about the specifics of whether the minigun should be backpack fed, expendable use, or ammo-assisted (which we would love), but I do have a suggestion.
What if not only for the minigun but also for all other Support Machine Guns, the weapon wheel can let you switch from 'free aim/mobile firing' to a 'stance mode/stabilization aim?' Where the 'free aim/mobile firing' is how it is currently, and the 'stance mode/stabilization aim' allows for less recoil at the cost of less movement when aiming + moving & uses stamina to maintain accuracy.
Granted stalwarts would see less impact from this but the MG43/HMG/Minigun would receive big help from this.
the minigun mechanic wise could operate similarly to a laser gun, but and the backpack is its standalone spot( i got some ideas bear with me), like you can pick up the minigun and it could replace your primary, and if you wanna use your secondary you can (something like space marines 2 heavy class) but the gun alone can't shoot anything so the backpack could be put on and similarly how you reload other stratagems but you'll only have to do it once and boom (if i fucked up my questionable explanation, apologies )
@Cloudplay awesome video 💯
If they make the HMG strong like it should be I'd love it. If u fire it while moving it should knock u over but fire it while crouching it should be fine with some medium recoil. You probably won't hit anything accurately that's far unless it's a big target like a spore spewer but it's powerful enough to pop a bile titan head in 8 heads hots. And if u go prone with the HMG everything better take cover because what's recoil when u rely on freedom.
For the armor I think something like a juggernaut suit strategem would be dope and could theoretically help with the recoil issue. I know it would take a strategic slot, but it could then be designed programming wise kind of like the exosuits
Speaking of plausibility a 500rd backpack fed MG already exists as the IRONMAN (look it up). I think it should be a separate backpack stratagem from the MG that gets called down and converts all ammo from the stalwart/MG/HMG into a single magazine. And maybe subsequent call downs refill ammo?
I don't want stamina affected by heavy weapons, because i imagine it would affect the autocannon, and having to stay still while shooting would completely change how you have to fight, making you have to focus on primaries that just aren't strong enough.
On machine gun autoloading backpacks:
I feel like the appropriate machine guns could drop with a backpack much like the autocannon or recoiless rifle does, but unlike the backpacks for those weapons this backpack wouldn't be required to reload the weapon (ie doesn't hold any ammo) and would just grant the matching machine guns an "autoloading" trait if used together.
This would provide an optional piece of gear to allow the player to automatically reload their weapon without making any changes to users who just want to run the machine guns the way they've been since launch.
It’s an interesting idea a belt feed magazine backpack but I ask you what if we launched it with the stalwart to make it relevant again.
I think it would be sick to have a bipod backpack where when you crouch you just have little to no recoil for every weapon as the two support rod will just keep you in place. I’m imagining that for the heavy machine guns right now.
After arrowhead has added the minigun and can connect weapons and backpacks together, I’d love to have a heavy flamethrower with a fuel tank backpack connected. It could have a longer range and spread and maybe some more damage, but won’t have the flexibility to be used with an ammo supply or jump pack like the regular flamethrower.
A mini gun could have a overheat/cool down phase where the gun has a magazine in reality that reloads when the gun overheats ordinary down to disguise the automatic full or partial reload from the backpack. This would also assist in emphasizing the shoot and scoot or sweeping fire needed of the gun due to the few seconds it takes the gun to cool after each firing cycle.
A solution for "minugun with a backback" that uses only systems we have currently would be to have a machinegun with similar recoil as HMG, but damage and firerate of Stalward. I would have a backpack but instead of being feed directly, you need the backpack to reload its 500 round mags.
Or maybe even do the Autocannon thingy
where you need a backpack to reload it, but the clips hold 150 rounds each and you can stack 3-4 clips at once for total of 450-600 rounds in a mag.
when using alone, it would be just a more clumsy version of MG 43, the default MG, bigger mag but MUCH longer reload time, and needs a backpack.
but with teammate loading you, you could have 2400 rounds of constant fire (600 in the weapon and 1800 in the backpack)
If the issue for the minigun is “physics”, could one possible solution be adding an animation to take the backpack off and then attaching the gun to it so you have a pseudo mobile emplacement?
I think they made a good choice with “the line” for crossovers I also think clone troopers should be thrown in because if you think about it, as important each individual Helldiver is they are also very expendable, which is fitting the crossovers “line”. What I think would be cool to add for the ship is playing as an ODST and having the commander next to the operations table be a Spartan, it’s probably something they won’t do because that would take away the Helldivers theme of the ship I would think. But it’s still something cool to think about
Could be a armor set or just that heavy armor negates the pushback and allows you to either fire the minigun stationary or move forward with it at a slow movement speed.
After watching a video on the M-134 minigun, yeah the guy was in a stance and trying to keep from getting pushed back. Think it would be you can't move when shooting the minigun and if you tried it won't shoot.
You could add a mini thruster that fires backwards when the minigun is firing to negate recoil.
This has been seen in the past in scifi
To be honest, simply selecting your MG of choice with the highest fire rate and a supply backpack seems to meet the spirit of the portable gatling gun and its accuracy penalty with far more flexibility. But if I had to request something new, it would be an Auto-loading backpack stratagem which would counter the stationary-reload restriction, and put reserve ammo into a single pool equal or slightly less than the total ammo in a standard supply pack.
I think it would be cool to see limited colabs that changed the enemies as well. Though that would probably be too much money to design new enemies or skins for enemies for a limited time. I could picture a Terminator one where the Automatons started manufacturing Terminators. They already have the wormhole which it's unknown exactly what it is so it could make sense. Plus it would be cool to see the Phased Plasma Rifle in the game.
If we get a minigun we should also be able to put that on the FRV's
Just remove the hmg from the car and alow us to mount any heavy weapon we want to it
If they make the minigun a laser weapon that requires a cooldown instead of a reload, then a battery backpack could be added to the game to stretch out the active firing times. Plus, it could be applied to other laser stratagems! Shorter recharge time for the quasar for instance?
what i would like is the ability to 'pair' support strats together. Primarily for support weapons that don't come with a backpack. I'd love to be able to call down a stalwart and have it come with a personal shield or supply pack or guard dog etc.
The answer is more simple. A power armor. Similar to the mech but without the deflection possibilities but an increased HP pool. Add the minigun as a one arm mounted weapon that can be interacted with and reloaded within that armor.
Ive been thinking of a laser minigun thats expendable, once you pull the trigger the gun just keeps firing until its I.C.E is overheated, then you just throw it away.
I would love it if they did something extra for the minigun. Primarily if they made it so you can place down a platform and attach the minigun to it which will turn it into a turret, but once placed you cannot retrieve.
They could also use the heavy armor considered an exosuit type system from phoenix point where only heavy armors can attach heavy weapons like shoulder mounted laser/rocket launchers. That would actually make sense and give a REASON to wear heavy armor bc atm the speed makes it essentially useless. This would solve a multitude of issues along with a free jetpack on heavy armors with reduced boost obviously
Small change to the Eagle voice, if you are tagged as L4 for example (player 4) your Eagles should have the matching calling of 'Eagle 4'.
@cloudplays the solution to the idea of "2 slots at once" -- use pre-existent Code of Backpack-Operated weapons, and start the weapon up from Empty Mag, then Team Reload it once and have entire alottment of Ammo in a single mag, with ammo indication being having a red light shining once its Loaded
Making the armors more of an important build out decision by making heavier weapons harder to use effectively in light armor and easier to control in heavy would be a pretty cool immersion factor. It would also help better define player roles within the team. The heavy, the scout, etc.
But it would be a pain in the ass to swap builds because right now if you’ve ever had the displeasure of swapping armor in a lobby it’s very very slow
im rather impressed with the fact that you are reading of your screen and STILL get the sentence wrong so often that i have to read it myself
I cannot convey how much a belt fed backpack would make me love the hmg even more. I can only hope.
For the Star Wars franchise maybe something like a “time rift” or something that would transfer part of or entire world of Kamino would happen on the Automatons side. Then the Helldivers would save the Kaminoans gaining weapons and armor that the clones use. The buffs could be something like higher resistance to laser attacks, longer duration with jet packs, weapons that can do mid to high damage to armor, EMP nades to stun Automatons (maybe take out light armor ones, minor damage to mid armor ones and no damage to heavy armor ones🤷🏻♂️). Another possibility is finding dead clones or stormtroopers then the science people study the armor and weapons and apply them to helldiver weapons and armor. Just a few ideas for the Star Wars one.
It would be cool if there was a mechanic that it would have a minute cool down, but for thirty seconds, you basically have an adrenaline rush or your stamina drains slower, and you move faster. (No healing, just a dump of adrenaline for being in combat)
I like the idea that each new diver you play has random language. Sort of like how it is base that you respawn with a random voice by default, or if you are using an armor with exposed skin your skin is a random human skin tone.
The funny thing about the other half for the other ips is that instead of a crossover they can just make an armor that is inspired by these ips(there is already one for master chief).
Also to be honest, they could just use something like the exosuits, how it has the bar on the right side and left for the arms, but put that up for the minigun, and you are only able to fire the minigun with the backpack also equipped, or you get WAY less ammo for it. As far as the recoil. They could just have the player wear extremely heavy armor, like let's say the commando armor that has the 200 armor rating, it looks extremely bulky and could provide a realistic reason as to why the player could move with the minigun and be able to fire it. Or also add sort of power armor or something.
what if the mini gun is part of a like a exo skeleton suit ... it wouldnt add any extra armor to the diver an stops you from sprinting all together still requires a small amount of stam to aim an fire when you get tired you weapon arm drops to the ground ..... on that thought give it a micro explosive trait so if you shoot the ground due to lack of stam it rag dolls you slightly
I like the guy's post about team reloading. I was disappointed with the HMG release because I expecting it to work as a heavy weapons team, with needing assistance for decent deployment/redeployment and reload times. I hope they consider something like that, especially if they do plan to make bipods functional and have said that they might have released the HMG too early.
And that language idea seems really fun.
They should add power armor. Make it like the Max suits in planetside 2. They have a mode where they lock in stance for stability. They allow the use of heavy weapons, but are slow and shouldn't be able to go prone so the high armor is a must.
Maybe a deployable kick stand built into the mini gun but makes it hard to run and gun. Kinda like in gears of war when you had the mini gun it could be fired from the hip but obviously from cover you could lay waste to anything in front of you
What if the minigun was a laser weapon, like the laser cannon or the quasar cannon? Maybe give it a tri-barrel rotary design, and have it fire the same laser projectiles as the sickle, but it has higher rate of fire, maybe higher damage or armor penetration, but also only one or two reloads in the form of those ICE cells. In this way, it would eliminate the concerns of being weighed down by a backpack. I don't think this would be too overpowered if done right.
What if the type of armor you wear effects the recoil? Heavy least affected and light the most affected
I personally would like to see the mini gun work like the Z-6 rotary cannon from Star Wars Battlefront 2 if they were to make it a laser based weapon. If not then they could use it as a basis on how to implement recoil and movement.
I think the minigun drop would just spawn with an empty mag then similar to say a recoilless rifle, you load the belt from the backpack into the minigun and if either is dropped then it will disconnect said belt. Could have maybe a require function to be operable.
I’d quite like an emplacement or a mech walker that allows you to place support weapons and associated backpacks onto them, and they backpack reload without teammate assistance while providing recoil assistance.
1. Add super heavy armor which doesn't allow sprinting
2. Backpack fed weapons can be deployed only for those who wear super heavy armor
3. Such armor should be able to deflect light firearms (meaning, no damage to helldivers)
Basically, a mix between exo suite and heavy armor
That sounds like pain. Run heavy armor if you want to feel what not sprinting is like
Do you really think that Super Earth didn’t expunge every language but one?
Just an idea :
Allow the new IFV to be able to tow certain things or allow the machine gun on to to be replaced with a turret stratagem. This would give us another reason to see the vehicle in game as I still just see people using other things instead.
I think that firing a minigun requires you to hold still, and firing without ADS would send you spinning wildly from the recoil.
It's easy make special Armors for it with the ability that ammo from the backpack switches with Gravity manipulating mechanism into the minigun
I don’t mind if I can’t move or move very little. The mini gun should be a holding the line type of weapon and not an offensive one
Use an exo-skeleton that has the backpack and minigun attached to it, and you can enter and exit from it like the exo just its a strategem armor and you can refill ammo, you move slow and drain your stamina faster than heavy armor but it gives extra armor value.
I don´t know, what the regular forces of earth is in the Halo Univers, but i think, that with Starship Troopers, the WH 40K Guard + the Halo Grunts could both be used for a SEAF ground forces, like defending cities or a fort against other factions, not just the Helldivers itself. Like these forces sending a distress beacn and the Helldivers dropping to thier support or Trooper Strategems to reinforce on the battlefield.
For a new armor sets, In Starship Trooper, we have the Marauder + Exosuit, in Halo the Spartans and in WH40K the Scions or Kasrkin. I would love to see a Morita MK2 in Helldivers.
In regard to Minigun or other heavy weapons. It make sense, that heavy armor will give the most benefits for the use with heavy weaponry, while light armor has the most negativs, even with full stamina. Adding a 4th stat for recoil reduction, perhaps?
Heavy armor should be reworked into something really heavy, like a walking tank. It should make sense that heavy armor should withstand more than a few slashes of a bug.
okay, but what could be a great idea is something similar to the ballistic suit that you can call in in GTA, removes the need for a super heavy armor as its built into the stratagem