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Scorcher does splash dmg and also if your sleeping you one shot yourself from close range so, you will need to swap to secondery weapon, did you get it or no, a aways wonder who told you the scorcher is top 3, how are you makeing this numbers, there is better and worse weapend depends what are you fighting if your agains bots u wana go with a scorcher if your aginst bugs breaker because u dont have to stop shoting when u have bugs in your face and breaker will hit alsmo 100% of his dps in close combat, but if your top 3 scorcher is used in mele your dead bro
Surprised that the full auto & semi auto modes for the Knight were mentioned, but not the burst fire. It feels like the fire mode the gun is designed for, honestly. Puts out respectable damage while still being controllable, but you can still dump the mag in those high-pressure situations.
mmm duno about it being a beast... iv used it quite a lot on most difficulties.. find it pretty bloody useless when compared to the breaker, breaker incen, defender, or even the punisher. yeh its a redeemer on steroids but tbh i think the most valuable thing about the redeemer is the semi auto mode (single shots to take out smaller units)
I agree but you also have to account for reloads and granted I haven’t done the math and don’t plan to but I’d say once you factor that in then the breaker wins easily because the high fire rate of the smg will make it run out of ammo and have to reload far more often but I mean this dude put some effort in this video and most people don’t understand how long it takes to edit stuff like this so overall it’s still good I would just factor reload times in if anyone cares that much about it and if they do then this dude already did most of the work for you
I can't stop using my incendiary breaker against the bugs. I think its the best for crowd control on Helldiver difficulty. It will light bugs on fire and that damage is doing something. Great video. I love seeing the numbers!
The the incendiary breaker is doing more than that, like a few other things you aren't calculating, it is clearly has a dot. It would have been better to calculate it based on using full reserves for each weapon and it's reload speed because they clearly aren't all the same. I think knowing how much damage you can pump out before you need to resupply is more beneficial than knowing burst damage numbers. I mean if you're just doing this for the meat head divers who blow there entire stock of ammo using the breaker on full auto in under a min and telling them is yes this is the weapon you need if you don't actually want to shot properly or learn how to kill anything properly then this is about as detailed as it needs to be.
yeh for sure dude. just didnt include anything that wasnt accurately measurable. reload times etc yeh all relevant too to dps but ehhh didnt wana go TOO deep on that kinda stuff
Dude is simply giving us basic DPS, not full reserves damage. You're right about benefits of reserves for resupply, but you're comparing apples to oranges as uses are all situational. They haven't given us the DOT damage numbers and whether or not it's stackable either so it's not going to be easy to test. Not to mention, in higher difficulties I doubt people are going to wait for the DOT to subside before firing another shot on stalkers or chainsaws up in their face to make the most out of their ammo. Sometimes you just have to burn ammo to stay alive. If you're asking for reserves damage, just use any of the energy weapons. They're literally unlimited, but you probably already know about their DPS. Like he even said, bigger DPS doesn't always mean better gun. Low DPS doesn't mean bad gun. They all excel in their own way.
Most people talk as if putting the Knight in full auto forces you to hold down the trigger until you burn the whole mag... Click it as a semi auto weapon while still in full auto mode and you'll be putting out 2-3 round bursts which is exactly what you need for all the small enemies, while the medium and larger enemies are big enough for you to go more full auto. Achieving 1150 DPS is irrelevant if you need 200 damage to kill an enemy, and the TTK or Time To Kill is far more important. The Breaker is not so strong because it can dish out 1650 DPS, it's strong because it can 1-2 shot most enemies with a fast TTK. I don't believe there is a single gun in the game that can't kill medium sized enemies (or for example a Crusher after its leg armor is blown off by 2 railgun shots) in a single magazine, so every gun is viable and the ones really low on the DPS charts usually have other more niche advantages that can compensate when played correctly. Also, on a side note, I have noticed that going first person DRAMATICALLY improves recoil for certain guns such as the Knight, Redeemer, Dominator and explosive Liberator.
People still call magazines clips? Clips is for guns like the m1 garand and are disposable while magazines are spring loaded reusable for hand guns, modern rifles, shotguns, etc.
The other thing to consider is that these numbers are even accurate, of which we have no proof. Short of datamining, there's no real way to tell quantified how much 'damage' a round does or how it's modeled. At the end of the day, the reason the breaker is so popular is it's incredibly punchy and has almost NO recoil as well as good medium range making it effectively a semi auto rifle rather than a shotgun. Funnily enough this is somewhat realistic as videogame shotguns tend to be flanderized as pellet blunderbuss' when the real thing is actually quite accurate at up to medium ranges. At this point i'm just looking for something, ANYTHING to use besides the breaker out of sheer boredom, and another video made the Slugger look pretty appealing.
I've tried other guns and theyre fine, but when running Railgun as support the Breaker still seems like the best. Especially against bugs, you need your primary to dispatch lesser enemies quickly.
I agree that most guns need a buff but breaker should remain strong in close quarters. It amazes that there is no damage drop-off to balance smgs and shotguns to the rest of the weapons
This isn't taking into account Armor, Armor Pen, Weak Spot Dmg, Dmg type or a number of other factors and can be deceptively unreliable in a lot of cases. The Senator sidearm can punch through armor that the Redeemer bounces off of, for instance. Laser weapons will insta melt bot cores and weak points, like the Hulks. Many guns have niche but very effective uses.
This leaves a lot of details out that matter for overall performance though.. reload times, ammo efficiency, secondary affects (armor pen and fire DoT for example)... All of which matter.
You can't just trust the damage numbers. We already know that from others games and dev's have posted about all the hidden stats that are not shown. Plus you can take 2 weapons with the same damage and 1 will kill faster with the same amount of shots...
defender is so good when you are kiting bugs behind you. you slow down to about walking speed but spraying a full mag behind you while they cant catch up is huge. i use defender when i am running a support weapon that takes most of my power.
This type of DPS calculation isn't very useful, which is probably why it isn't included in the game stats. For true DPS, the reload animation length should be included, which also has variables since some weapons are slower to reload with an empty magazine.
Yeah, lots of niances. Another example is that all none explosive weapons deal only 10% of their damage numbers to squishy parts, while the later does all 100% damage. In the end you have to decide what you take for which purpose.
Since the breaker is a shotgun do we know how many pellets its damage is spread over? My point is if only a portion of the pellets are hitting a target in a way that can do damage it would negatively reflect on the weapons dps against certain targets. Take bot raiders for example. Their profile is such that I doubt every pellet in a shell would hit them unless your really close. Since misses and deflections can occur the dps against certain targets would be reduced. There are also weak spots and damage reductions due to enemy armor values to keep in mind. As well as the damage from the dot of the breaker incendiary. There is also the fact that shotguns can hit multiple targets with a single shot as well as things like optimum weapon range to look at. Your findings are quite interesting but there are a host of further tests you can do. You actually have me interested in shotgun spread patterns and if distance to the target has any bearing on armor penetration.
The breaker is more of a 10 gauge shotgun or small slug. Very litte spread and high damage with huge range. Buy the Incineary is more like a 20 gaude. Big spread with low damage not that much of a range. But the advantage of fire burning damage.
Nope. You should fire 2 mags and take the total time. Then add up the damage it would would have caused in 2 magazines. Then (total damage)/seconds Gotta take into account reload time.
good point, tho it probably doesn't matter that much since the DPS is _potential_ anyways... as long as all guns are being treated the same way, this way still informative enough to create a baseline...
bud, banger break down, hands down!!! specially for the caveats part...data alone tells us close to nothing, a good analysis makes literally all the difference... to be perfect only missing some infographics LOL (gonna disclose to yah cuz you're bad at taking cues: I'm joking, since is more work than is worth, you tool) in all seriousness, thank yah.. I feel very much vindicated (nothing to do w/ yah) for my assumptions about the guns, even if anecdotal, still.. yeah XD
To save ppl the first 2 minute 30 seconds of this video: Fire Rate in Helldivers 2 = Rounds per Minute (you know... the metric commonly used to measure guns rate of fire)
So many people sleeping on the scorcher. It's dps is waaay over 400 as the listed dps doesn't count the explosion on projectile hit. Even ith a mag of 15, i can equal or exceed my killcount when using the breaker easily.
Scorcher is weird in general because as far as i can tell it gets massive bonuses to weakpoint hits thanks to its explosive damage typing. (It can and will one clip a tank or superturret if you fire at the weakpoint). Which is funny because Dominator that's listed as an explosive weapon does not actually fire explosive ammo.
wrong! technically, rate of fire is the frequency any given weapon can propel its projectiles. _usually_ measured in RPM or RPS, _but not necessarily_ ... since game doesn't disclose the unit, we, _in fact_ , actually do NOT know, w/out guessing or measuring... like.. DUH... XD
@@bob-859 that's why I like things to be more explicitly stated, in games and elsewhere. since I'm not particularly good at math, glad folks do the work for me XD... still, just because one coincidently deduces it right, doesn't mean "we know" something that isn't defined... not as much a math issue, more of a logic issue... even if, the fire rate literally is RPM in this case, had they used a different metric you would've been wrong... think about it, there's probably a good reason Mogz did check/calculate the fire rate in the 1st place, no?
well this all stats are worthless bc of armor penetration. Like one weapon with low armor pen compared to weapon with same low armor pen stats can actually pen some more armored spots etc, even HS% dmg is diffrent in weapons
Its a useless numbers, why ? because it concern only standard enemies, not the armored ones And it do not take consideration of the precision (weakpoint shot deeal more damages). Penetration too matter, the Jar25 dominator for exemple can be way better than the breaker depeending on thee enemy u shoot ! 3 shot in the head of an armoredhead Terminid kill it with the dominator, the breaker cant bypass the armor, same for the armored Automaton... Of Course the breaker is one of the best standard actual weapon (maybe the best) but it depend on other things... If u want to play mid/long range, the liberator can be better for exemple.
@@Mogz-hd maybe it’s just due to the hidden stats or whatever… but I’m guessing that dps is more nuanced. If only we could enter a training room where bugs stand still at a certain range and we can fire on them at different ranges to figure out how damage drop off works and mess around with other things. Maybe like a stage we can go out to that is like the boot camp but it’s a gun range instead and it gives you access to everything in the game so you can toy around with all that stuff.. maybe even being able to select different enemy types to test fire on? Would be kinda dope actually now that I’m thinking about it…
@@caravaneerkhed totally agree bro! would be extremely useful for me as a content creator too. I hate having to drop into missions all the time just to record clips n do tests.. would be much better do have a training/shooting range mode
wish they gave us a firing range in which to test out weapons. as it is.. extremely time consuming to jump into individual missions with each gun in the game n do testing on a single enemy type to compare performance. doable but takes a lot of effort
I think, dominator is a highest dps weapon here if you hitting weakspots/weak enemies. It has explosive rounds wich doubles its dmg in those cases, so its basicly have 1666 dps. It destroys spore tree with one magazine from across the map.
maybe numbers wise, but I doubt it.. stats wise is kinda comparable to the scorcher. still, dominator doesn't seem to get any where near the scorcher during gameplay... plus is way more clunky than most other weapons in game, it lacks power give all the drawbacks...
Also normal weapons have 10% weakspot damage, so you have to add that to breaker aswell. Following your logic, breaker would have 1650×1.1=1815 DPS, so it's even better.
@@artur3306 anyway, dominator have much more concentrated dmg output then breaker at distance, and medium armor penetration feature. So I think its pretty much comparable to breaker overall.
but why? maybe the other guns are just too bad... some are not even viable at all in higher difficulties... nerfing in PvE exclusive game has more potential for doing more harm than good...
@@Canis.Lupus.Arctos player skill, and continuously becoming better is a big part of how this type of game retrains players (gear based progression ends when you get the biggest gun). The breaker being such an outlier is a balance mistake, it doesn't fit the content.
@@flakcannon722 do you even "hear" yourself?! guess we're "talking" about different games homie.. Helldivers2 is way closer to party-game than to a looter shooter (say Division for example).. there's not even leaderboards or real weapon progression in this game so far.. (and probably won't be given the devs instance on PvP) Not to mention you're conflating things here bud, if getting "better" guns is your logical progression to "skill" and "self improvement" how would nerfing help in that regard? Don't you think giving players aspiring rewards ("bigger guns" lol) would be the best solution instead?? But, let's say what you're saying we're true or at least made a modicum of sense, for that matter; why would nerfing the breaker help in any way? Is not like the breaker is godly or anything, is just one of the emergent.. no matter how balanced, unless everything is perfectly equal, some (weapons in this case) will rise above while others will fall behind.. conversely, a player serious about improving their "skills" would likely forgo strong weapons (like the breaker) in favor of more challenging (arguably weaker) ones... Wanna "improve your skills" buddy? Grab the spray&pray and drop into helldive (9)... Games like live and die by their player bases, to keep them healthy accessible and fun gameplay loops are the goal, nerfing popular things is a sure way to achieve the opposite.
@@flakcannon722 great move chess master!!! tho losing by forfeit still is lose... I read you response and replied accordingly, you would've know if you read it... tho, if you don't wanna, is fine, folks these days only seem able to take up information in video form, not gonna fault you for that...
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idk man i feel like scorcher is at least top 3 but you know 46 other stats are hidden 😂
yeh those results were really just based on fire rate and dps. wasnt including anything about traits cos no data on those
Scorcher feels more powerful per shot than the Breaker, but it has a slower fire rate and subpar ammo economy.
Scorcher does splash dmg and also if your sleeping you one shot yourself from close range so, you will need to swap to secondery weapon, did you get it or no, a aways wonder who told you the scorcher is top 3, how are you makeing this numbers, there is better and worse weapend depends what are you fighting if your agains bots u wana go with a scorcher if your aginst bugs breaker because u dont have to stop shoting when u have bugs in your face and breaker will hit alsmo 100% of his dps in close combat, but if your top 3 scorcher is used in mele your dead bro
The scorcher def hits harder than most guns... At least that is how it feels using it a lot against automatons. That splash damage does a lot.
@@Mryourporn now, in english please
what'd b useful is making a "reload dps", which is made by accounting the percentage of time spent to reload with 1 bullet left in chamber
see spreadsheet in vid description - that guy included that info i think
@@Mogz-hd there's "True DPM (short re.)" column in the detailed dps spreadsheet, but it's entirely empty
Surprised that the full auto & semi auto modes for the Knight were mentioned, but not the burst fire. It feels like the fire mode the gun is designed for, honestly. Puts out respectable damage while still being controllable, but you can still dump the mag in those high-pressure situations.
In burst mode this gun is really good but it comes with the huge caveat that you run out of mags extremely quick.
The knight is a beast if you leave it in full auto and just manually control the bursts, its like a redeemer on steroids.
mmm duno about it being a beast... iv used it quite a lot on most difficulties.. find it pretty bloody useless when compared to the breaker, breaker incen, defender, or even the punisher.
yeh its a redeemer on steroids but tbh i think the most valuable thing about the redeemer is the semi auto mode (single shots to take out smaller units)
I thought it was pretty obvious that the fire rate is in rounds per minute, its the standard for guns.
ah ok yeh no idea bro. was new info for me!
I assumed that too but it's good to verify rather than just blindly trusting the numbers the game gives you.
I find it interesting that you bring up missed shots due to high rate of fire but totally ignore missed pellets from shotguns at any kind of distance.
I agree but you also have to account for reloads and granted I haven’t done the math and don’t plan to but I’d say once you factor that in then the breaker wins easily because the high fire rate of the smg will make it run out of ammo and have to reload far more often but I mean this dude put some effort in this video and most people don’t understand how long it takes to edit stuff like this so overall it’s still good I would just factor reload times in if anyone cares that much about it and if they do then this dude already did most of the work for you
@@StayProteusaccounting for reloads the breaker is about 40 to 50 percent higher dps than the second highest gun. (~1000 dps vs ~650 dps)
Makes laugh seeing the slugger 2nd to last. I fucking love that gun. The armor pen on it is soooo nice
I can't stop using my incendiary breaker against the bugs. I think its the best for crowd control on Helldiver difficulty. It will light bugs on fire and that damage is doing something.
Great video. I love seeing the numbers!
thank u bro!
and yes i totally agree - breaker incen is so damn fun against bugs!
ayyyy banger vid mogzhd! whats your other channel bruv? is it.. perhaps… ME?!🎉🎉🎉🎉
ye……
Yeeeeah......
The the incendiary breaker is doing more than that, like a few other things you aren't calculating, it is clearly has a dot. It would have been better to calculate it based on using full reserves for each weapon and it's reload speed because they clearly aren't all the same. I think knowing how much damage you can pump out before you need to resupply is more beneficial than knowing burst damage numbers. I mean if you're just doing this for the meat head divers who blow there entire stock of ammo using the breaker on full auto in under a min and telling them is yes this is the weapon you need if you don't actually want to shot properly or learn how to kill anything properly then this is about as detailed as it needs to be.
yeh for sure dude. just didnt include anything that wasnt accurately measurable. reload times etc yeh all relevant too to dps but ehhh didnt wana go TOO deep on that kinda stuff
Dude is simply giving us basic DPS, not full reserves damage. You're right about benefits of reserves for resupply, but you're comparing apples to oranges as uses are all situational. They haven't given us the DOT damage numbers and whether or not it's stackable either so it's not going to be easy to test. Not to mention, in higher difficulties I doubt people are going to wait for the DOT to subside before firing another shot on stalkers or chainsaws up in their face to make the most out of their ammo. Sometimes you just have to burn ammo to stay alive.
If you're asking for reserves damage, just use any of the energy weapons. They're literally unlimited, but you probably already know about their DPS.
Like he even said, bigger DPS doesn't always mean better gun. Low DPS doesn't mean bad gun. They all excel in their own way.
Most people talk as if putting the Knight in full auto forces you to hold down the trigger until you burn the whole mag... Click it as a semi auto weapon while still in full auto mode and you'll be putting out 2-3 round bursts which is exactly what you need for all the small enemies, while the medium and larger enemies are big enough for you to go more full auto. Achieving 1150 DPS is irrelevant if you need 200 damage to kill an enemy, and the TTK or Time To Kill is far more important. The Breaker is not so strong because it can dish out 1650 DPS, it's strong because it can 1-2 shot most enemies with a fast TTK. I don't believe there is a single gun in the game that can't kill medium sized enemies (or for example a Crusher after its leg armor is blown off by 2 railgun shots) in a single magazine, so every gun is viable and the ones really low on the DPS charts usually have other more niche advantages that can compensate when played correctly.
Also, on a side note, I have noticed that going first person DRAMATICALLY improves recoil for certain guns such as the Knight, Redeemer, Dominator and explosive Liberator.
People still call magazines clips? Clips is for guns like the m1 garand and are disposable while magazines are spring loaded reusable for hand guns, modern rifles, shotguns, etc.
I only use the term clips for the autocannon
The other thing to consider is that these numbers are even accurate, of which we have no proof. Short of datamining, there's no real way to tell quantified how much 'damage' a round does or how it's modeled.
At the end of the day, the reason the breaker is so popular is it's incredibly punchy and has almost NO recoil as well as good medium range making it effectively a semi auto rifle rather than a shotgun. Funnily enough this is somewhat realistic as videogame shotguns tend to be flanderized as pellet blunderbuss' when the real thing is actually quite accurate at up to medium ranges.
At this point i'm just looking for something, ANYTHING to use besides the breaker out of sheer boredom, and another video made the Slugger look pretty appealing.
I've tried other guns and theyre fine, but when running Railgun as support the Breaker still seems like the best. Especially against bugs, you need your primary to dispatch lesser enemies quickly.
I agree that most guns need a buff but breaker should remain strong in close quarters. It amazes that there is no damage drop-off to balance smgs and shotguns to the rest of the weapons
This isn't taking into account Armor, Armor Pen, Weak Spot Dmg, Dmg type or a number of other factors and can be deceptively unreliable in a lot of cases. The Senator sidearm can punch through armor that the Redeemer bounces off of, for instance. Laser weapons will insta melt bot cores and weak points, like the Hulks. Many guns have niche but very effective uses.
yep, explained as much in the vid!
This leaves a lot of details out that matter for overall performance though.. reload times, ammo efficiency, secondary affects (armor pen and fire DoT for example)... All of which matter.
agree!
One thing I would really like to know is if how fire damage work because it feels kind of counter intuitive.
You can't just trust the damage numbers. We already know that from others games and dev's have posted about all the hidden stats that are not shown. Plus you can take 2 weapons with the same damage and 1 will kill faster with the same amount of shots...
defender is so good when you are kiting bugs behind you. you slow down to about walking speed but spraying a full mag behind you while they cant catch up is huge. i use defender when i am running a support weapon that takes most of my power.
What about DPS weapon from stratagems? How much DPS can I get with Laser Cannon, Machine Gun, Autocannon, etc.?
You can test damage with the In-Game friendly fire stats shown at the end of a mission.
This type of DPS calculation isn't very useful, which is probably why it isn't included in the game stats. For true DPS, the reload animation length should be included, which also has variables since some weapons are slower to reload with an empty magazine.
Yeah, lots of niances. Another example is that all none explosive weapons deal only 10% of their damage numbers to squishy parts, while the later does all 100% damage. In the end you have to decide what you take for which purpose.
Since the breaker is a shotgun do we know how many pellets its damage is spread over? My point is if only a portion of the pellets are hitting a target in a way that can do damage it would negatively reflect on the weapons dps against certain targets. Take bot raiders for example. Their profile is such that I doubt every pellet in a shell would hit them unless your really close. Since misses and deflections can occur the dps against certain targets would be reduced. There are also weak spots and damage reductions due to enemy armor values to keep in mind. As well as the damage from the dot of the breaker incendiary. There is also the fact that shotguns can hit multiple targets with a single shot as well as things like optimum weapon range to look at. Your findings are quite interesting but there are a host of further tests you can do. You actually have me interested in shotgun spread patterns and if distance to the target has any bearing on armor penetration.
The breaker is more of a 10 gauge shotgun or small slug. Very litte spread and high damage with huge range. Buy the Incineary is more like a 20 gaude. Big spread with low damage not that much of a range. But the advantage of fire burning damage.
Nope. You should fire 2 mags and take the total time. Then add up the damage it would would have caused in 2 magazines.
Then (total damage)/seconds
Gotta take into account reload time.
decided not to include reload speed. gets too complicated then imo. wanted to keep it simple
@@Mogz-hd I understand that.
Just sucks when you are constantly running and getting whacked while reloading constantly or slowly.
good point, tho it probably doesn't matter that much since the DPS is _potential_ anyways... as long as all guns are being treated the same way, this way still informative enough to create a baseline...
bud, banger break down, hands down!!! specially for the caveats part...data alone tells us close to nothing, a good analysis makes literally all the difference...
to be perfect only missing some infographics LOL (gonna disclose to yah cuz you're bad at taking cues: I'm joking, since is more work than is worth, you tool)
in all seriousness, thank yah.. I feel very much vindicated (nothing to do w/ yah) for my assumptions about the guns, even if anecdotal, still.. yeah XD
banger comment bro as always you poor excuse for a door handle
@@Mogz-hd sure chad, whatever you say, just don't let the door hit yar arse on your way in... XD
You already got the RPM stated in the weapon stats, just simply divide that by 60?
Huh. The liberator pen is worse overall from the liberator. That is… kinda sad as hell.
To save ppl the first 2 minute 30 seconds of this video:
Fire Rate in Helldivers 2 = Rounds per Minute (you know... the metric commonly used to measure guns rate of fire)
yeh im not a gun person so am not familiar with that at all
So many people sleeping on the scorcher. It's dps is waaay over 400 as the listed dps doesn't count the explosion on projectile hit. Even ith a mag of 15, i can equal or exceed my killcount when using the breaker easily.
Scorcher is weird in general because as far as i can tell it gets massive bonuses to weakpoint hits thanks to its explosive damage typing.
(It can and will one clip a tank or superturret if you fire at the weakpoint).
Which is funny because Dominator that's listed as an explosive weapon does not actually fire explosive ammo.
What about armor penetration? How does that factor into the calculation??
Proof that 80% of the guns are underwhelming, also I think that the stats shown are true so this is probably not optimal
bullet spread... just saying.
We do know what the fire rate is... rounds per minute.
indeed it is!
wrong! technically, rate of fire is the frequency any given weapon can propel its projectiles. _usually_ measured in RPM or RPS, _but not necessarily_ ... since game doesn't disclose the unit, we, _in fact_ , actually do NOT know, w/out guessing or measuring...
like.. DUH... XD
@@Canis.Lupus.Arctos okay, but in this game fire rate literally is rounds per minute
@@bob-859 that's why I like things to be more explicitly stated, in games and elsewhere. since I'm not particularly good at math, glad folks do the work for me XD... still, just because one coincidently deduces it right, doesn't mean "we know" something that isn't defined... not as much a math issue, more of a logic issue... even if, the fire rate literally is RPM in this case, had they used a different metric you would've been wrong... think about it, there's probably a good reason Mogz did check/calculate the fire rate in the 1st place, no?
@@Canis.Lupus.Arctos
It does with the MGs if you hold down the reload Button you can Chance the firerate.
well this all stats are worthless bc of armor penetration. Like one weapon with low armor pen compared to weapon with same low armor pen stats can actually pen some more armored spots etc, even HS% dmg is diffrent in weapons
Its a useless numbers, why ? because it concern only standard enemies, not the armored ones And it do not take consideration of the precision (weakpoint shot deeal more damages). Penetration too matter, the Jar25 dominator for exemple can be way better than the breaker depeending on thee enemy u shoot ! 3 shot in the head of an armoredhead Terminid kill it with the dominator, the breaker cant bypass the armor, same for the armored Automaton... Of Course the breaker is one of the best standard actual weapon (maybe the best) but it depend on other things... If u want to play mid/long range, the liberator can be better for exemple.
I would like you to calculate dps with reload counted for.
Thanks for the vid, I will now save a lot of time from doing the math.
The dominater shreds bots even in hell diver difficulties you can kill almost any unit from across a big distance with a few easy to make head shots
This doesn't have any of the heavy weapons like stalwart or machine gun :/
yeh its just for primary weapons
People need to stop focusing on abstract numbers like DPS.
Because that assumes you hit with every single shot, which is ridiculous.
exactly what i explained in this vid :)
I thought the damage stats we are given aren’t correct though?
hmm well, not sure... i havent heard anything about the damage stat specifically being wrong.
@@Mogz-hd maybe it’s just due to the hidden stats or whatever… but I’m guessing that dps is more nuanced. If only we could enter a training room where bugs stand still at a certain range and we can fire on them at different ranges to figure out how damage drop off works and mess around with other things. Maybe like a stage we can go out to that is like the boot camp but it’s a gun range instead and it gives you access to everything in the game so you can toy around with all that stuff.. maybe even being able to select different enemy types to test fire on? Would be kinda dope actually now that I’m thinking about it…
@@caravaneerkhed totally agree bro! would be extremely useful for me as a content creator too. I hate having to drop into missions all the time just to record clips n do tests.. would be much better do have a training/shooting range mode
Breaker needs an abominable nerf
Firerate / 60 seconds =?
That is a lot of assumptions built on trust in the paper stats and simplifications.
wish they gave us a firing range in which to test out weapons. as it is.. extremely time consuming to jump into individual missions with each gun in the game n do testing on a single enemy type to compare performance. doable but takes a lot of effort
Davinci Resolve spotted 👀
awww yeh babeh! the one & only!
i know, that title is such a dead giveaway isnt it
(ahem... ruclips.net/video/nZcRU0Op5P4/видео.html)
firerate is obviously rounds per minute
haha yeh wasnt obvious to me at all
I think, dominator is a highest dps weapon here if you hitting weakspots/weak enemies. It has explosive rounds wich doubles its dmg in those cases, so its basicly have 1666 dps. It destroys spore tree with one magazine from across the map.
Sadly it takes around 8 shots for spore tree for dominator, when it takes 4 for scorcher.
maybe numbers wise, but I doubt it.. stats wise is kinda comparable to the scorcher. still, dominator doesn't seem to get any where near the scorcher during gameplay... plus is way more clunky than most other weapons in game, it lacks power give all the drawbacks...
Also normal weapons have 10% weakspot damage, so you have to add that to breaker aswell.
Following your logic, breaker would have 1650×1.1=1815 DPS, so it's even better.
@@artur3306 yeah, good point.
@@artur3306 anyway, dominator have much more concentrated dmg output then breaker at distance, and medium armor penetration feature. So I think its pretty much comparable to breaker overall.
The Breaker fires slugs, not pellets.
Slugger fires slugs, breaker fire buckshot like ammo, a hail of pellets.
oh yeah? LOL
It doesn't
More proof the breaker is broken and needs to be brought inline with all other weapons. Give the easy mode gun more recoil or something
but why? maybe the other guns are just too bad... some are not even viable at all in higher difficulties... nerfing in PvE exclusive game has more potential for doing more harm than good...
@@Canis.Lupus.Arctos player skill, and continuously becoming better is a big part of how this type of game retrains players (gear based progression ends when you get the biggest gun). The breaker being such an outlier is a balance mistake, it doesn't fit the content.
@@flakcannon722 do you even "hear" yourself?! guess we're "talking" about different games homie.. Helldivers2 is way closer to party-game than to a looter shooter (say Division for example).. there's not even leaderboards or real weapon progression in this game so far.. (and probably won't be given the devs instance on PvP)
Not to mention you're conflating things here bud, if getting "better" guns is your logical progression to "skill" and "self improvement" how would nerfing help in that regard? Don't you think giving players aspiring rewards ("bigger guns" lol) would be the best solution instead??
But, let's say what you're saying we're true or at least made a modicum of sense, for that matter; why would nerfing the breaker help in any way? Is not like the breaker is godly or anything, is just one of the emergent.. no matter how balanced, unless everything is perfectly equal, some (weapons in this case) will rise above while others will fall behind.. conversely, a player serious about improving their "skills" would likely forgo strong weapons (like the breaker) in favor of more challenging (arguably weaker) ones... Wanna "improve your skills" buddy? Grab the spray&pray and drop into helldive (9)...
Games like live and die by their player bases, to keep them healthy accessible and fun gameplay loops are the goal, nerfing popular things is a sure way to achieve the opposite.
@@Canis.Lupus.Arctos since you didn't bother to read my reply, I see no point in reading your essay
@@flakcannon722 great move chess master!!! tho losing by forfeit still is lose... I read you response and replied accordingly, you would've know if you read it... tho, if you don't wanna, is fine, folks these days only seem able to take up information in video form, not gonna fault you for that...