A funny thing in regards to the front loading mortar; One of the ship upgrades is "Zero-G Breech loading: Replaces the current method of loading cannons - manual shell insertion down the front of the barrel - with rear loading, which is much faster."
When I read that upgrade I laughed for hours. Cause with how expendable soldiers are in the setting I imagined Space Powder Monkeys running along the hull of the ship every time I called in an orbital barrage..
@@Drakith90apparently, the armor or suit that the helldivers are wearing have the same materials as with your super destroyer. I don’t know the validity of this claim for it is secondhand information. Fun fact though, one of the ship upgrades(I reckon it’s the first engineering bay upgrade) has you give stimulants like ampethamines to your crew to reduce certain stratagem cooldowns iirc.
@@Drakith90 Similar to the Hangar upgrade that allows them to reload "mid-spaceflight". How exactly support crew are affixing 500kg bombs to Eagles in spaceflight is a worrying thought.
For the amount of environmentally interactive details they put into the game, that the capes don't billow violently as the nuke shockwave passes seems like a glaring miss.
It's definitely satisfying to fire. Only gripe I have is that assisted reloads can be temperamental, gotten stuck in assisted reload state or just animations in weird ways that required a respawn to fix. Still, very satisfying weapon to use, both in handheld and turret forms.
To be fair: a lightning strike _could_ make bugs explode. The radical increase in heat coupled with a chitin exoskeleton (assuming it's chitin or a similar material) _could_ conceivably cause the same sort of intense pressure increase that makes trees explode during a lightning strike.
Also, they are used as an easy fuel source. I'm not familiar with the details, but they do seem to just have pretty volatile insides, which would definitely have spectacular interactions with lightning.
Also the magnetic forces generated by currents flowing over an exoskeleton will tend to compress the exoskeleton. The same effect is used as the basis of z-pinch nuclear fusion experiments.
@derekp2674 , fusion? I'm curious as I've not heard a lot about it. Last I heard we finally had the first successful positive-yield reaction and then the excitement seemed to die off a bit.
Two possible outcomes. Either it instantly boils a large quantity of the water contained within the bug leading to an explosion or the shell acts like a faraday cage and directs the energy around the outside to ground
Simple headcanon for lore purposes. The goop inside these liberty hating bugs is a poor conductor of the fuel of democracy. It boils into high pressure steam almost instantly when a current passes through it.
It has been an honour and privilege to bring you these episodes, fellow Helldivers! Many bugs and bots met their end to record the gmeplay, and many more will fall!
"One of out two, (because we greedy) maxim machinegun prototypes...". Jonathan might be locomitive of Gamespot but in hearts he still is british museum worker.
If you want to see a nuclear weapon in a museum, the Swedish War museum in Stockholm has one. Right next to stone-age axeheads. A very powerful exhibit.
An autoloading mortar that uses an arm to "drop" shells down the tube isn't as outlandish as you'd think. The swedish "Mjølner" and South Korean Wia 120mm both use a system like this.
@@AbyssWatcher745I’m pretty sure it uses normal mortar rounds which might mean they have to be loaded from the top and not from a belt like with what Johnathon suggested on how you would do an automatic mortar.
Shame there is no mod (yet) to play the chorus or pre-chorus of "When Heavens divide" (or "Nuclear") when nuke detonates Democracy may be eternal, but heaven is not helldivers' kind of place anyway
one thing that I have noticed is that if you use an action mid reload that prevents you from using the charging handle the gun won't actually be considered reloaded until you give it a second to do that animation.
Only if you run completely out of ammo from the mag. If you do a tactical reload with 1 in the chamber, it skips that animation. The same can be seen on the pump shotties. With none in the mag tube, you do an emergency reload + rack then reload the rest conventionally. If theres still 1 in the chamber you just reload conventionally
Happened to me so many times because I kept diving around evading dangers Trying to shoot and realizing the bolt isn't pulled back yet was kinda cool and clumsy like it jammed for a second
@@p0wer1337 Not only is that faster, but it's a cool detail - you skip pulling the charging handle is because you didn't clear the barrel and still have a round chambered. It's such a little detail that so many games ignore, but makes Helldivers even more immersive.
It's noticeable in small arms, but very obvious in platforms with longer multi-step reloads like the Recoilless Rifle, whose reload can be interrupted at three points between opening the breech, ejecting a casing, loading a casing, and closing the breech.
Concerning the Sentinels, I came to the conclusion that it was not an AI per turret built in... but in fact, the command post from our Destroyers, as we sent the sentinels, who take control of the turrets deployed and blast all ennemies on the ship's radar sight. Which would explain as well why they don't make much difference between allies and foes, as they could only be dots on a screen.
@@a1ter120 but at the same time Helldivers are expendable and are used as such why put money and time to build an IFF system when you can just recruit more Helldivers.
They couldn't even afford to put simple remote or even timed arming electronics into the hellbombs. I'm almost positive that touch screen and related hardware costs more to install per unit than conventional remote/automatic firing hardware
@@Feldflasche it conserves ammo, it can fit modern scopes, it's shorter (better handling), it's more ergonomic for fire on the move or standing. Don't get me wrong, i love the MG3 aswell, but saying that the MG5 has no upsides is just blatantly wrong
About the mortar, it might sound and look silly but this is actually how some more modern autloading mortars function. The swedish Granatkastarpansarbandvagn (which is probably the coolest name for a mortar carrier) has a system where a robotic arm contraption carries the grenade from a replenished magazine under armor outside to drop it into the muzzle of the mortar. It's really neat, the crazy kind of tank only sweden could fever dream up after inhaling too many Surströmming vapours.
South Korea has something similar as well, the KSM120 Skyfall, and there's a video of one of these systems being demonstrated detached from the vehicle it goes to that looks nearly identical to the Helldiver mortar. South Korea probably got to that idea from too many kimchi fumes.
Yes, you can vary rate of fire with any adjustable gas block, but that's not the purpose of it. I was thinking of selectable fire rates independent of gas setting (or in the absence of an adjustable block).
@@jonathanferguson1211Only thing I can even think of that's anywhere near that would be the G11, but still not exactly in the ballpark. German space wizards, man.
The Negev has 3, normal and high for belts like you said and a low setting for using magazines. They learned from the M249 that mags need a lower gas pressure/slower cycling
Generally, adjustable gas toggles are meant to deal with muzzle attachments, such as suppressors, compensators, and other attachments that could change the barrel pressure. Running a suppressor would increase the barrel pressure, causing blowback. Which can seize the action as unburned powder is forced into the action. So you shrink the aperture to reduce the amount of gas that can pass through the gas tube.
That's a recent development. Adjustable gas blocks are traditionally to allow proper setup of a machine gun and then continued reliable function in adverse conditions and/or when fouled. The same is true for service rifles, most of which were either never designed for a suppressor or never used with one. @@Mindpron
The Dominator's gyrojet rounds are a dual stage. Uses the massive cartridge to give it a jump out the barrel, and then you see the jet fire up a short distance out the barrel.
Regarding variable fire-rate machine guns, the Israeli IWI Negev light machine gun technically has an adjustable fire rate. A lot of other guns do to but it's not exactly the intended use of an adjustable gas system, including this one. Position 1 on the Negev is for feeding from box magazines at 700 to 850 rpm. Position 2 will create the same fire rate when using a belt. Belts add drag to the system; I think using this setting on a magazine would make it shoot bit faster but would probably be unreliable. Position 3 is for belts under adverse conditions, gun all gunked up with powder residue and sand and debris. But on a clean gun, with the gas system opened all the way up to third position, you can reach up to 1000 rpm.
Almost every machine gun today has an adjustable gas system making them fire faster or slower. It’s weird that a supposed weapons historian of his magnitude doesn’t know that.
@@jacobs6771 He probably does know that but just hadn't considered it to be an intended feature of adjustable gas systems. When he talks about historical examples he references a deliberate design choice to give those weapons variable fire rates, and that's almost never the case in modern arms design. I only reference the Negev because I've heard stories of people using the gas system to change the fire rate, but that's not really how you're supposed to treat the gun.
The new set of weapons that’s coming out for Helldivers II includes a Pump Action-Shotgun style Lightning weapon, so I’m looking forward to the episode of you guys reviewing that. I’m wondering if they’ll eventually give players the mini Atomic Grenades (or a variant of them) from Starship Troopers, since this series does pay a lot of homage to that series.I can’t imagine that they wont also eventually give us their take on a Pulse Rifle too, since its so iconic.
A few vets who worked with the M249 mentioned that you could adjust the gas regulator to change the rate of fire, but the function is often to over-gas the system for reliability when it starts to slow down from heavy use.
The real advantage a revolver would still have in the future would be ease of handling large cartridges without more moving parts like a slide or bolt for a magazine fed handgun. It also has the all important looks cool factor.
Saluting when the missile launches sounds great, but my group already has the rule that we give eachother a hug before boarding the Pelican no matter what.
This man is an absolute treasure, his knowledge and being able to balance how it works with video games is absolutely amazing. Never stop educating people about firearms!
It's also _excellent_ PR / advertisement for the Royal Armouries Museum (in Leeds!). Which is, I believe, also a part of the job description of most curatorial staff at museums.
Its an automatic rifle. Browning designed it with the intent that you use it like a rifle thats automatic. Basicly the predecesor to the battle rifle. The US pushed it into a SAW (squad automatic weapon) role that it wasnt remotly ideal for.
Something I Learned from Zach Hazard, you can adjust the timing on M2 Browning MG and its .30 cal counterpart, making it fire “faster” but also increases the chance of an out of battery detonation
4:34 yeah, Swedish ksp-58/FN-MAG have alot of possitions on the gas regulator. That is primarily for letting more gas through if the gun is fouled up, but it also de facto lets you alter rate of fire quite alot.
Since i havent seen it mentioned in the comments or the video, something interesting of note is the fact that some of the devs were actually conscripts for the swedish army, and they also are reaching out to people who have experience with firearms.
Im pretty sure that the cybernetic prosthetic armor is a reference to warhammer 40k's Tyrannic War Veterans. Who are essentially space marines with many Tyranid battles under their belt. They have very similair looking prosthetic limbs. But the main reason why I think this is because the cape and background card of the first set is called Tyrant Hunter.
The Swiss army rifle Stgw90/SIG550 can change the firerate between 600RPM and 900RPM. But it is more used in case the gun is not feeding properly because of dirt or extrem cold
I'd be interested in seeing Jonathan talk about some of the weapons of the Quake series. For Quake 1 I really just want to see him speculate on how the nailgun would work (I can't imagine he'd have much to say about the other guns except "yup that's a shotgun"), but from Quake 2 onwards the weapons start to take more design cues from real guns, and I think it'd be interesting to hear his thoughts on some of them.
The USAF Museum in Dayton Ohio has a ICBM Gallery incase any of you are interested in visiting. I went there and it was both amazing and terrifying to stand at ground level next to previously active ICBMS
on the 249 i think the older models still have it you can adjust the gas regulator and it increases rpm from like...750 to 1000? or something close to that if I am remebering right? Though they got rid of it with some newer ones i believe because it could also make it be under gassed and not work..or you could overgass it and break it.
Actually, I just had a thought about the fire version of the breaker. What if it's actually projecting some form of thermite pellets that remain vacuum-sealed until it gets fired out the barrel, igniting when finally exposed to oxygen?
Not something you covered but I appreciate that for all the one handed guns they have added one-banded reload animations, frequently with your character putting the gun on his chest, then inserting the magazine, like with the SMG or with the revolver he opens and empties with one hand, then puts it on his chest again with the cylinder open and inserts the rounds before flicking it closed again. We’ve come a long way from just waving the gun around offscreen and suddenly it has bullets again
On the subject of the over-the-shoulder autocannon, Barret actually made an over-the-shoulder .50 BMG rifle meant for engaging helicopters and other light airborne targets, the M82A2, the idea is to move much of the weight behind you so that you can hold and aim it properly while standing, which is very much necessary if you plan to shoot things above you. It was never actually adopted though.
If y'all do Ghost Recon: Future Soldier in a future vid you can slow down or increase the RPM of most of the weapons. I guess the idea was/is higher RPMs can provide better cover fire, apply more rounds down range, and give your opponent pause for thought. That said I never do that unless I'm messing around and firehosing a corridor. I prefer to slow down most of my rifles to improve accuracy and handling.
There's actually a few autoloading mortar systems out there, they are usually vehicle mounted and basically exist for firing very very quick volleys and then scooting off to safety.
Just once I'd like to see a game which accurately portrays the sound of a nuclear detonation, and the delay between being able to see the explosion and being able to hear it (at survivable ranges, that is)
Yeah unfortunately you kinda gotta design the sound engine with proper sound travel in mind. On paper/pseudocode it's fairly simple though, if the sound emitter is x game units away from player, delay sound playback by x amount of time based on distance, and then also whatever sound modulation/effects you wanna add based on distance as well.
@@crestfallenneet2167 For a special event like a nuke going off they could just "cheat" by having the sound delayed by a set amount of time, since the nuke is aimed beyond the playable game area anyway. That way there's no need to actually have the game calculate the sound delay.
Lets not forget the really cool feature where bouncing rounds can and will hit your teammates. I am being sarcastic, but it is a cool feature that i appreciate, even when it gets me killed.
Thanks Dave, Jonathan and team. Some nice sci-fi guns there. Obviously I enjoyed seeing the railgun. I see its projectiles leave a visible trail behind them. That is a nice touch because such trails were actually seen (caused by air ionisation?) in the pioneering 1970s work with the ANU Canberra railgun, when hypervelocity projectiles were fired in air. I enjoyed the lightning gun too, but I think those are more a case of sci-fi magic.
While you can't change the fire rate manually I believe the HAMR IAR can automatically increase its fire rate the longer it is fired and the more heat it builds up. Love the series, as per usual!
The HAMR tansitions from closed to open bolt firing after a certain period of time. Closed bolt at first gives better single shot accuracy, and the continuous open bolt reduces chances of cookoff or out of battery detonations
There are top loader mortars in modern arms with similar system like the mortar sentry. The CV-90 with Mortar got similar loading system with difference that the ammunition is prepared by crew inside of the vehicle and its twin barrel.
> What about adjustable fire rates on the machine guns? Current infantryman here. LMGs and GPMGs like the M249 and M240 (dependant on the variant you get) have an adjustable gas setting that is used when your weapon has a lot of carbon in the gas tube thats slowing the cycling. This setting, when adjusted, can also increase the fire rate of the weapon.
IIUC, variable-charge breech loading autoloaders not only exist, but are often outfitted with targeting software that allows them to send multiple rounds downrange starting with a very high trajectory and ending with a flatter one such that all rounds land on target at the same time for maximum impact and psychological damage.
MG-3 has a "variable" rate of fire: the more you shoot and clog up the muzzle holes, the faster it fires. It gets unsafe when it reaches around 22 rounds per second (if I remember correctly when clean it's about 18-19 rounds per second). I call it involuntary increase in rate of fire.
4:30 M249 SAW. variable firerate is usually found in guns made to work in subzero temps, where fluids inside the rifle contract, thus needing more energy to be moved around properly.
For the mortar, a possible justification would be that the program that runs the targeting calculates exactly how much charge each shot needs. Since it's all run by a robot, I imagine the construction of each charge could be finished in place for each shot, with the exact right amount of explosive for that distance. That would probably be much more fine-tunable than adding or removing one of a handful of charges, as we currently do. I'm not that familiar with mortars, but I think it would kinda make sense (within the silly and over the top universe of Helldivers).
I'm in a Discord where one of the devs hangs out occasionally. He said the last HD2 video you guys did has been posted in their internal Slack like 12 times, they really enjoyed it! I don't know if they went through as much effort to model the Automoton's guns, but if they did, they'll probably be willing to show them off to you.
There’s actually a US robotic mortar system known as the ADIM (Automatic Direct Indirect-fire Mortar) that launches 81 mm rounds; it is mounted on a military humvee, can rotate 360 degrees and can elevate the weapon like an artillery piece or depress into a straight-line anti-infantry cannon
I think the tank on the side is actually an inert gas feed which keeps rounds from igniting until leaving the barrel as hot shards of metal can wear down the barrel faster so keeping combustion in control would be useful.
240 Bravo and many designs of the FAL come to mind and weapons with adjustable gas regulators that were designed to allow you to feed more gas to bypass fouling. Many grunts also found that adding gas to a clean machine gun also would increase the rate of fire. Most manuals on the 240B list the rate of fire as between 600-900 RPM.
for the auto cannon it always reminded me at least in function as that shoulder mounted Barret .50 America was messing with in I believe the 80s or 90s that was intended to act as a anti helicopter weapon. sadly I don't remember what its name was.
the devs playing with OperatorDrewski also a great insight on how much gun knowledge he has why the game is thoughtfully and carefully well crafted ie: being able to change MG's rate of fire for its rule of engagement
The german HK121 (MG5) has a selector for 3 different rates of fire, mainly due to it being a gas operated gun and the more you fire the more it gets gunked up with soot. So if you experience rate of fire inconsistencies, drops or even failures you can switch to a higher rate of fire and (hopefully) keep firing.
About the Adjustable rate of fire on LMG's - The Israeli Negev LMG has an adjustable gas system that, on its highest setting, increases the rate of fire by about 300 rpm.
17:44 There is auto loaded mortar system like this IRL. It's a vehicle mounted weapon and such mechanism make it possible to encase it in a turret without adding a breach at the rear end. Also it means you can have a higher caliber tube without breach loading.
Loved the take on these guns. Good to see an expert's reaction/opinion with real world examples. Not all game guns are realistic, but they don't need to be, they just need to be plausible and fun for the player, but still good to see the adaptation from a real world design that was made with certain intent or to solve a particular issue like heat or feed system. Loved the SR-9, never seen one of those before. Really cool design and reload system. Looks too heavy for a 1 man use.
The m249 in American service can be issued with a barrel that has a gas regulator that can be switched between two fire rates, although the "slow" rate is meant more for feeding from magazines, because they don't properly feed at the same rate as a belt
fun fact, apparently 'lightning guns' actually *_are_* somewhat possible. Haven't looked into it too much, but sorta like how project MAURADER made plasma-EMP-railguns a thing there has apparently been success using directed charge weaponry via pulse-laser ionization. Basically before you create the charge-differential to cause the 'lightning' you blast an insanely strong and insanely short laser beam through the air, ionizing it (and thus making it extremely conductive for those brief moments) basically making the air into a directed conductor to your target. In-universe those 3 arms protruding from the gun could be sort of powered charge-blockers so that the arc doesn't backfire and link to the gun itself.
It should be said, that of all the guns, the Minigun is the one where the variable fire rate is part of the design, because it depends on the rotation speed. In comparison, it's really interesting to what lengths gun designers had to go to limit the fire rate of some guns so they actually become usable. Well, Railguns will definitely make a noise due to the explosive electric discharge between the rails and the projectile and there's always the point about your ammunition being supersonic
If i ever travel to the UK, ill be going to that museum. Had no idea that the inception of the machine gun had the "rapid fire" and "more rapid fire" modes. Very cool.
“Is he a robot, or is that a robot arm?”
“He’s a veteran.”
Smiles in Democracy.
*robit
@@thecrabmaestro564oi, eyeuh got somethin' ya won ta say, moite?
Of course he's not a cyborg. He's too democratic to be a cyborg.
@@droidBasherYeah, lets not let the Democracy Officer hear any of that. Won't end well.
Helldiving made me the man I am today!
A funny thing in regards to the front loading mortar; One of the ship upgrades is "Zero-G Breech loading: Replaces the current method of loading cannons - manual shell insertion down the front of the barrel - with rear loading, which is much faster."
When I read that upgrade I laughed for hours. Cause with how expendable soldiers are in the setting I imagined Space Powder Monkeys running along the hull of the ship every time I called in an orbital barrage..
It's for the orbital cannons though
@@Drakith90 And people joked that to reload they had someone in a spacesuit on the outside loading them like old cannons.
@@Drakith90apparently, the armor or suit that the helldivers are wearing have the same materials as with your super destroyer. I don’t know the validity of this claim for it is secondhand information.
Fun fact though, one of the ship upgrades(I reckon it’s the first engineering bay upgrade) has you give stimulants like ampethamines to your crew to reduce certain stratagem cooldowns iirc.
@@Drakith90 Similar to the Hangar upgrade that allows them to reload "mid-spaceflight". How exactly support crew are affixing 500kg bombs to Eagles in spaceflight is a worrying thought.
That giggle after Jonathan whips out that SR-9 thing is priceless.
sign of a man who truly loves what he's doing :D
It's that "I knew this will come in handy one day" type of giggle
I thank him for doing it. He has so many unique weapons at his museum.
For the amount of environmentally interactive details they put into the game, that the capes don't billow violently as the nuke shockwave passes seems like a glaring miss.
Def needs to get patched in.
That's exactly what I was about to comment. The effect is incredible, but feels so fake when it hits the cape and nothing. Needs patching for sure
That's because the capes of Super Earth's finest are unflappable. Mere nuclear winds can't shake our soldiers resolve.
@@IoFoxdale I forgot that. It all makes sense now
Don't worry. Capes only billow when they need to. Like when standing on the bridge of your super destroyer! FOR DEMOCRACY!
Finally, our Autocannon will be analyzed! :D Been looking forward to this! /A HD2 dev
It's definitely satisfying to fire. Only gripe I have is that assisted reloads can be temperamental, gotten stuck in assisted reload state or just animations in weird ways that required a respawn to fix.
Still, very satisfying weapon to use, both in handheld and turret forms.
Love your team! Keep up the good work :D
🫡
It's very cool!
Congrats on your success! I've loved my time with the game, these episodes have been a blast to make.
casually pulling out a Pedersen rifle like it's nothing and then dropping that they have TWO
We have three :D - all British trials Vickers-Pedersens.
JF loves to flex the collection. And for good reason!
@@IrregularDave JFtkofaaatramitUKwhacotoiffth is the correct short term
@@jonathanferguson1211 oh then I guess you wouldn't miss just one right? My birthday is coming up soon so maybe...
To be fair: a lightning strike _could_ make bugs explode. The radical increase in heat coupled with a chitin exoskeleton (assuming it's chitin or a similar material) _could_ conceivably cause the same sort of intense pressure increase that makes trees explode during a lightning strike.
Also, they are used as an easy fuel source. I'm not familiar with the details, but they do seem to just have pretty volatile insides, which would definitely have spectacular interactions with lightning.
Also the magnetic forces generated by currents flowing over an exoskeleton will tend to compress the exoskeleton. The same effect is used as the basis of z-pinch nuclear fusion experiments.
@derekp2674 , fusion? I'm curious as I've not heard a lot about it. Last I heard we finally had the first successful positive-yield reaction and then the excitement seemed to die off a bit.
Two possible outcomes. Either it instantly boils a large quantity of the water contained within the bug leading to an explosion or the shell acts like a faraday cage and directs the energy around the outside to ground
Simple headcanon for lore purposes. The goop inside these liberty hating bugs is a poor conductor of the fuel of democracy. It boils into high pressure steam almost instantly when a current passes through it.
It has been an honour and privilege to bring you these episodes, fellow Helldivers!
Many bugs and bots met their end to record the gmeplay, and many more will fall!
we want more helldivers... Please?
@@SmolGawblinmaybe when there are more weapons added we shall revisit!
A
Please show us your 40k mini collection
@@The7guys a lot of them are in storage at the moment, but I post the new ones I paint on my Twitter and Instagram 🫡
"One of out two, (because we greedy) maxim machinegun prototypes...". Jonathan might be locomitive of Gamespot but in hearts he still is british museum worker.
We have two out of the three that survive.
@@jonathanferguson1211 That is quite devious. But what happened to the third?
@@heinzaballoo3278probably in another museum
The third is in the US Marine Corps Museum collection.@@heinzaballoo3278
If you want to see a nuclear weapon in a museum, the Swedish War museum in Stockholm has one. Right next to stone-age axeheads.
A very powerful exhibit.
There is no Swedish war museum. Did you mean the Army museum?
@@sebastiandavidsson6997 yes.
Is it operational? Asking for a friend.
@@alexmin4752 ...maybe?
I genuinely thought John was being wistful about not having a nuclear missile ready to show
He has one, I'm sure of it
His emotional support mini-nuke
You just know he has a Davey Crockett hidden away for emergencies
polaris is at imperial war museum so can understand his pain
He *is* wistful.
An autoloading mortar that uses an arm to "drop" shells down the tube isn't as outlandish as you'd think.
The swedish "Mjølner" and South Korean Wia 120mm both use a system like this.
Really? I wonder what the practical reason for that is.
well mjolner's like SEMI autoloading lol, there are still swedes pushing the rounds up rails, than they mechanically kinda tip into the magazine
That’s exactly what I was going to comment good on you for betting me to it 👍
@@AbyssWatcher745I’m pretty sure it uses normal mortar rounds which might mean they have to be loaded from the top and not from a belt like with what Johnathon suggested on how you would do an automatic mortar.
Those mortar shells each weights about 15kg, nearly 35 pounds, you don't want a tired soldier to accidentally drop one and arm it.@@AbyssWatcher745
"I'm doing my part"
I'm doing my part
I'm doing my part
I am doing my part!
I'm doing my part
"I'm doing my part"
"It's a rule in our group that you have to salute as the missile detonates."
You sir, are a true patriot and I commend your dedication to democracy.
🫡
Been a rule in our group, since day one, too. Along with standing and saluting the flag on that mission.
I dish out hugs instead. Nothing like embracing while a nuke goes off
Shame there is no mod (yet) to play the chorus or pre-chorus of "When Heavens divide" (or "Nuclear") when nuke detonates
Democracy may be eternal, but heaven is not helldivers' kind of place anyway
one thing that I have noticed is that if you use an action mid reload that prevents you from using the charging handle the gun won't actually be considered reloaded until you give it a second to do that animation.
Only if you run completely out of ammo from the mag. If you do a tactical reload with 1 in the chamber, it skips that animation.
The same can be seen on the pump shotties. With none in the mag tube, you do an emergency reload + rack then reload the rest conventionally. If theres still 1 in the chamber you just reload conventionally
Happened to me so many times because I kept diving around evading dangers
Trying to shoot and realizing the bolt isn't pulled back yet was kinda cool and clumsy like it jammed for a second
@@p0wer1337 Not only is that faster, but it's a cool detail - you skip pulling the charging handle is because you didn't clear the barrel and still have a round chambered. It's such a little detail that so many games ignore, but makes Helldivers even more immersive.
It's noticeable in small arms, but very obvious in platforms with longer multi-step reloads like the Recoilless Rifle, whose reload can be interrupted at three points between opening the breech, ejecting a casing, loading a casing, and closing the breech.
@@Dreznin its a dstail that every COD and BF game has had for decades.
Concerning the Sentinels, I came to the conclusion that it was not an AI per turret built in... but in fact, the command post from our Destroyers, as we sent the sentinels, who take control of the turrets deployed and blast all ennemies on the ship's radar sight. Which would explain as well why they don't make much difference between allies and foes, as they could only be dots on a screen.
Pretty sure that’s a simple problem solvable by using iff
@@a1ter120 but at the same time Helldivers are expendable and are used as such why put money and time to build an IFF system when you can just recruit more Helldivers.
@@jameslars7391
What does it cost to make four dots green?
@@Dostoron Everything
They couldn't even afford to put simple remote or even timed arming electronics into the hellbombs. I'm almost positive that touch screen and related hardware costs more to install per unit than conventional remote/automatic firing hardware
I love how casually Jonathan mentions where we can check a museum's nuke
About selectable fire rate. The new MG5 also has like 3, I think, selectable speeds.
Does it have fuller auto?
and all 3 of them are lower than the MG3s, which it replaces in the german army for no good reason
@@marcellosilva9286What about "fullest auto"?
@@Feldflasche it conserves ammo, it can fit modern scopes, it's shorter (better handling), it's more ergonomic for fire on the move or standing.
Don't get me wrong, i love the MG3 aswell, but saying that the MG5 has no upsides is just blatantly wrong
@@Feldflasche weight, ammo conservation thats the reasons formally.
About the mortar, it might sound and look silly but this is actually how some more modern autloading mortars function.
The swedish Granatkastarpansarbandvagn (which is probably the coolest name for a mortar carrier) has a system where a robotic arm contraption carries the grenade from a replenished magazine under armor outside to drop it into the muzzle of the mortar.
It's really neat, the crazy kind of tank only sweden could fever dream up after inhaling too many Surströmming vapours.
South Korea has something similar as well, the KSM120 Skyfall, and there's a video of one of these systems being demonstrated detached from the vehicle it goes to that looks nearly identical to the Helldiver mortar. South Korea probably got to that idea from too many kimchi fumes.
The GPMG (L7A2) you can rotate the gas block to 'balance' the gun as it were, changing its rate of fire. Beautiful bit of kit
GPMG is short for general purpose machine gun, so I have no idea what gun you are talking about.
@@NugireEdited to say L7A2 or FN MAG
I’ve heard us ‘yanks’ say the same with the M249 (FN Minimi) and the M240 (FN Mag).
Yes, you can vary rate of fire with any adjustable gas block, but that's not the purpose of it. I was thinking of selectable fire rates independent of gas setting (or in the absence of an adjustable block).
@@jonathanferguson1211Only thing I can even think of that's anywhere near that would be the G11, but still not exactly in the ballpark. German space wizards, man.
4:26 You can adjust the gas block to effectively change the rate of fire, even though it's usually meant to deal with dirtier conditions
The Negev has 3, normal and high for belts like you said and a low setting for using magazines.
They learned from the M249 that mags need a lower gas pressure/slower cycling
Yes, not quite what I was thinking of :)
Yea cool rules of engagement high RPM is the "surrounded" switch
Generally, adjustable gas toggles are meant to deal with muzzle attachments, such as suppressors, compensators, and other attachments that could change the barrel pressure.
Running a suppressor would increase the barrel pressure, causing blowback. Which can seize the action as unburned powder is forced into the action. So you shrink the aperture to reduce the amount of gas that can pass through the gas tube.
That's a recent development. Adjustable gas blocks are traditionally to allow proper setup of a machine gun and then continued reliable function in adverse conditions and/or when fouled. The same is true for service rifles, most of which were either never designed for a suppressor or never used with one. @@Mindpron
7:05 loved that giggle. I knew it was going to be special right away 😂
The Dominator's gyrojet rounds are a dual stage. Uses the massive cartridge to give it a jump out the barrel, and then you see the jet fire up a short distance out the barrel.
In short: literally a bolter.
11:21
It does actually, cold planets reduce rate of fire (so your MG shoots slower RPM) but also reduces heat buildup.
I hope this series never ends
Regarding variable fire-rate machine guns, the Israeli IWI Negev light machine gun technically has an adjustable fire rate. A lot of other guns do to but it's not exactly the intended use of an adjustable gas system, including this one.
Position 1 on the Negev is for feeding from box magazines at 700 to 850 rpm. Position 2 will create the same fire rate when using a belt. Belts add drag to the system; I think using this setting on a magazine would make it shoot bit faster but would probably be unreliable. Position 3 is for belts under adverse conditions, gun all gunked up with powder residue and sand and debris. But on a clean gun, with the gas system opened all the way up to third position, you can reach up to 1000 rpm.
Almost every machine gun today has an adjustable gas system making them fire faster or slower. It’s weird that a supposed weapons historian of his magnitude doesn’t know that.
@@jacobs6771 He probably does know that but just hadn't considered it to be an intended feature of adjustable gas systems. When he talks about historical examples he references a deliberate design choice to give those weapons variable fire rates, and that's almost never the case in modern arms design. I only reference the Negev because I've heard stories of people using the gas system to change the fire rate, but that's not really how you're supposed to treat the gun.
The new set of weapons that’s coming out for Helldivers II includes a Pump Action-Shotgun style Lightning weapon, so I’m looking forward to the episode of you guys reviewing that. I’m wondering if they’ll eventually give players the mini Atomic Grenades (or a variant of them) from Starship Troopers, since this series does pay a lot of homage to that series.I can’t imagine that they wont also eventually give us their take on a Pulse Rifle too, since its so iconic.
A few vets who worked with the M249 mentioned that you could adjust the gas regulator to change the rate of fire, but the function is often to over-gas the system for reliability when it starts to slow down from heavy use.
The real advantage a revolver would still have in the future would be ease of handling large cartridges without more moving parts like a slide or bolt for a magazine fed handgun. It also has the all important looks cool factor.
Saluting when the missile launches sounds great, but my group already has the rule that we give eachother a hug before boarding the Pelican no matter what.
This man is an absolute treasure, his knowledge and being able to balance how it works with video games is absolutely amazing. Never stop educating people about firearms!
The Pz Mg 87 on the Swiss Leopard 2 can switch between 500 and 1000 rpm.
I don't know if its just me, but a massive toggle lock going right next to my head would make me EXTREMELY disconcerted.
It probably helps to be wearing a futuristic space helmet.
@@acethedisgrace4479 And also helps to be "slightly" suicidal.
19:19 very comforting to know a museum doesn't have access to nukes
I find it really funny that Ferguson is basically just a video game gun reviewer at this point. He's done SO MANY
I still do my day job :D
Almost singlehandedly keeping the Gamespot channel alive!
It's such a thing it got lampshaded in his video on Forgotten Weapons. Just check the thumbnail.
It's also _excellent_ PR / advertisement for the Royal Armouries Museum (in Leeds!). Which is, I believe, also a part of the job description of most curatorial staff at museums.
@@jonathanferguson1211lmao glad to see you. You're easily the best part of this channel
I never knew what the B.A.R is classified as but it has 2 different full auto modes. Full auto and fuller auto
Its an automatic rifle. Browning designed it with the intent that you use it like a rifle thats automatic. Basicly the predecesor to the battle rifle. The US pushed it into a SAW (squad automatic weapon) role that it wasnt remotly ideal for.
That's the weapon that immediately sprang to mind when he mentioned variable full-auto rates of fire.
Something I Learned from Zach Hazard, you can adjust the timing on M2 Browning MG and its .30 cal counterpart, making it fire “faster” but also increases the chance of an out of battery detonation
4:34 yeah, Swedish ksp-58/FN-MAG have alot of possitions on the gas regulator. That is primarily for letting more gas through if the gun is fouled up, but it also de facto lets you alter rate of fire quite alot.
Since i havent seen it mentioned in the comments or the video, something interesting of note is the fact that some of the devs were actually conscripts for the swedish army, and they also are reaching out to people who have experience with firearms.
Thank you for doing a part 2. The Breaker is my favorite gun in the game, and I was sad to see you didn't cover it last time.
Im pretty sure that the cybernetic prosthetic armor is a reference to warhammer 40k's Tyrannic War Veterans. Who are essentially space marines with many Tyranid battles under their belt. They have very similair looking prosthetic limbs. But the main reason why I think this is because the cape and background card of the first set is called Tyrant Hunter.
The Swiss army rifle Stgw90/SIG550 can change the firerate between 600RPM and 900RPM. But it is more used in case the gun is not feeding properly because of dirt or extrem cold
Remember that reloading will waste liberation bullets. The bullets will therefore fail to dispense justice.
16:51 Made with lightning - REAL LIGHTNING!
Solid breakdown of Helldivers 2's weapons, makes you appreciate the detail!!
I'd be interested in seeing Jonathan talk about some of the weapons of the Quake series.
For Quake 1 I really just want to see him speculate on how the nailgun would work (I can't imagine he'd have much to say about the other guns except "yup that's a shotgun"), but from Quake 2 onwards the weapons start to take more design cues from real guns, and I think it'd be interesting to hear his thoughts on some of them.
The USAF Museum in Dayton Ohio has a ICBM Gallery incase any of you are interested in visiting. I went there and it was both amazing and terrifying to stand at ground level next to previously active ICBMS
More! WE NEED MORE!!! Please do part 3)))
on the 249 i think the older models still have it you can adjust the gas regulator and it increases rpm from like...750 to 1000? or something close to that if I am remebering right? Though they got rid of it with some newer ones i believe because it could also make it be under gassed and not work..or you could overgass it and break it.
The Negev LMG it has a gas regulator too and if i can remember y has a lower rpm for mag fed ammo and to high rpm for belt fed ammo
Actually, I just had a thought about the fire version of the breaker. What if it's actually projecting some form of thermite pellets that remain vacuum-sealed until it gets fired out the barrel, igniting when finally exposed to oxygen?
This guy is a such a pro! Perfect tracking and explanation of all the features and design elements.
Doing the Praise The Sun pose at a nuclear explosion is next-generation memery.
Not something you covered but I appreciate that for all the one handed guns they have added one-banded reload animations, frequently with your character putting the gun on his chest, then inserting the magazine, like with the SMG or with the revolver he opens and empties with one hand, then puts it on his chest again with the cylinder open and inserts the rounds before flicking it closed again. We’ve come a long way from just waving the gun around offscreen and suddenly it has bullets again
On the subject of the over-the-shoulder autocannon, Barret actually made an over-the-shoulder .50 BMG rifle meant for engaging helicopters and other light airborne targets, the M82A2, the idea is to move much of the weight behind you so that you can hold and aim it properly while standing, which is very much necessary if you plan to shoot things above you. It was never actually adopted though.
17:45 the Piranha V would disagree
it actual has that kind of lording system on its mortar module
so not unrealistic at all.
14:43 The JAR-5 is basically a bolter. As that's what a bolter is, a jet propelled large caliber rifle. Usually with explosive rounds, but not always.
If y'all do Ghost Recon: Future Soldier in a future vid you can slow down or increase the RPM of most of the weapons. I guess the idea was/is higher RPMs can provide better cover fire, apply more rounds down range, and give your opponent pause for thought. That said I never do that unless I'm messing around and firehosing a corridor. I prefer to slow down most of my rifles to improve accuracy and handling.
There's actually a few autoloading mortar systems out there, they are usually vehicle mounted and basically exist for firing very very quick volleys and then scooting off to safety.
the swedish grkpbv 90 for example
Another “variable” rate of fire gun that comes to mind is the BAR with its slow and fast automatic settings
Just once I'd like to see a game which accurately portrays the sound of a nuclear detonation, and the delay between being able to see the explosion and being able to hear it (at survivable ranges, that is)
Yeah unfortunately you kinda gotta design the sound engine with proper sound travel in mind. On paper/pseudocode it's fairly simple though, if the sound emitter is x game units away from player, delay sound playback by x amount of time based on distance, and then also whatever sound modulation/effects you wanna add based on distance as well.
@@crestfallenneet2167 For a special event like a nuke going off they could just "cheat" by having the sound delayed by a set amount of time, since the nuke is aimed beyond the playable game area anyway. That way there's no need to actually have the game calculate the sound delay.
Amazing. I was using the Autocanon yesterday and wondered what ol Jonny boy would think of it. Cheer's, brother!
Lets not forget the really cool feature where bouncing rounds can and will hit your teammates. I am being sarcastic, but it is a cool feature that i appreciate, even when it gets me killed.
Thanks Dave, Jonathan and team. Some nice sci-fi guns there.
Obviously I enjoyed seeing the railgun. I see its projectiles leave a visible trail behind them. That is a nice touch because such trails were actually seen (caused by air ionisation?) in the pioneering 1970s work with the ANU Canberra railgun, when hypervelocity projectiles were fired in air.
I enjoyed the lightning gun too, but I think those are more a case of sci-fi magic.
While you can't change the fire rate manually I believe the HAMR IAR can automatically increase its fire rate the longer it is fired and the more heat it builds up. Love the series, as per usual!
The HAMR tansitions from closed to open bolt firing after a certain period of time. Closed bolt at first gives better single shot accuracy, and the continuous open bolt reduces chances of cookoff or out of battery detonations
[Comment is under investigation for treason]
Literally everything about that shoulder mounted, crew served, toggle autocannon excites me.
The revolver 1:00 is based off the Mateba2006M which has a similar cylinder rotation when reloading. Saw it also in the Ghost In The Shell series.
There are top loader mortars in modern arms with similar system like the mortar sentry. The CV-90 with Mortar got similar loading system with difference that the ammunition is prepared by crew inside of the vehicle and its twin barrel.
This video goes well with a cup of LIBER-TEA!
Loved it! Some of the cooler weapons shown in Part 2 here
Been waiting
"I've been waiting for this!"
The Jar-5 Dominator reminds me a lot of the Inkunzi PAW. Patlabor aesthetics future knick angles, round mag, delayed fuse rounds, all that good stuff.
> What about adjustable fire rates on the machine guns?
Current infantryman here. LMGs and GPMGs like the M249 and M240 (dependant on the variant you get) have an adjustable gas setting that is used when your weapon has a lot of carbon in the gas tube thats slowing the cycling. This setting, when adjusted, can also increase the fire rate of the weapon.
+1 week pushing for a E.Y.E. Divine Cybermancy, Darkwatch or Resistance episode.
The guns in Resistance will be a field trip
I knew he would get a kick out of the Autocannon. My favorite weapon. Togglelock firearms are so cool.
Jonathan should look at the guns of SAO Fatal Bullet and COD Advanced Warfare
IIUC, variable-charge breech loading autoloaders not only exist, but are often outfitted with targeting software that allows them to send multiple rounds downrange starting with a very high trajectory and ending with a flatter one such that all rounds land on target at the same time for maximum impact and psychological damage.
MG-3 has a "variable" rate of fire: the more you shoot and clog up the muzzle holes, the faster it fires. It gets unsafe when it reaches around 22 rounds per second (if I remember correctly when clean it's about 18-19 rounds per second). I call it involuntary increase in rate of fire.
4:30 M249 SAW.
variable firerate is usually found in guns made to work in subzero temps, where fluids inside the rifle contract, thus needing more energy to be moved around properly.
For the mortar, a possible justification would be that the program that runs the targeting calculates exactly how much charge each shot needs. Since it's all run by a robot, I imagine the construction of each charge could be finished in place for each shot, with the exact right amount of explosive for that distance. That would probably be much more fine-tunable than adding or removing one of a handful of charges, as we currently do. I'm not that familiar with mortars, but I think it would kinda make sense (within the silly and over the top universe of Helldivers).
I'm in a Discord where one of the devs hangs out occasionally. He said the last HD2 video you guys did has been posted in their internal Slack like 12 times, they really enjoyed it!
I don't know if they went through as much effort to model the Automoton's guns, but if they did, they'll probably be willing to show them off to you.
Heck yeah. I always love hearing that!
There’s actually a US robotic mortar system known as the ADIM (Automatic Direct Indirect-fire Mortar) that launches 81 mm rounds; it is mounted on a military humvee, can rotate 360 degrees and can elevate the weapon like an artillery piece or depress into a straight-line anti-infantry cannon
I went to Duxford last summer and I can confirm they actually do have a Polaris A3 SLBM on display at the entrance lobby of the first display hangar
I think the tank on the side is actually an inert gas feed which keeps rounds from igniting until leaving the barrel as hot shards of metal can wear down the barrel faster so keeping combustion in control would be useful.
240 Bravo and many designs of the FAL come to mind and weapons with adjustable gas regulators that were designed to allow you to feed more gas to bypass fouling. Many grunts also found that adding gas to a clean machine gun also would increase the rate of fire. Most manuals on the 240B list the rate of fire as between 600-900 RPM.
1 round per minute setting on a machine gun is crazy. I couldn't imagine having a machine gun with a slower fire rate than a musket.
for the auto cannon it always reminded me at least in function as that shoulder mounted Barret .50 America was messing with in I believe the 80s or 90s that was intended to act as a anti helicopter weapon. sadly I don't remember what its name was.
the devs playing with OperatorDrewski also a great insight on how much gun knowledge he has why the game is thoughtfully and carefully well crafted ie: being able to change MG's rate of fire for its rule of engagement
The german HK121 (MG5) has a selector for 3 different rates of fire, mainly due to it being a gas operated gun and the more you fire the more it gets gunked up with soot. So if you experience rate of fire inconsistencies, drops or even failures you can switch to a higher rate of fire and (hopefully) keep firing.
About the Adjustable rate of fire on LMG's - The Israeli Negev LMG has an adjustable gas system that, on its highest setting, increases the rate of fire by about 300 rpm.
You're basically right about the Dominator lol, its essentially a proto-Bolter and thats why its my favourite weapon
17:44 There is auto loaded mortar system like this IRL. It's a vehicle mounted weapon and such mechanism make it possible to encase it in a turret without adding a breach at the rear end.
Also it means you can have a higher caliber tube without breach loading.
Loved the take on these guns. Good to see an expert's reaction/opinion with real world examples. Not all game guns are realistic, but they don't need to be, they just need to be plausible and fun for the player, but still good to see the adaptation from a real world design that was made with certain intent or to solve a particular issue like heat or feed system.
Loved the SR-9, never seen one of those before. Really cool design and reload system. Looks too heavy for a 1 man use.
The m249 in American service can be issued with a barrel that has a gas regulator that can be switched between two fire rates, although the "slow" rate is meant more for feeding from magazines, because they don't properly feed at the same rate as a belt
The Creek is back in "contested" status now.
With revolvers a chunky weighty front can make the felt effects of recoil slightly less impactful.
For the Rate of Fire with the LMG. German MG5 has variable Rates of fire. You change the gas concentration and adjust it at with a switch.
The giggle when bringing out the bullpup 50 caliber rifle (or whatever category it is), hahahahahaha! Never change, Mr. Ferguson!
fun fact, apparently 'lightning guns' actually *_are_* somewhat possible. Haven't looked into it too much, but sorta like how project MAURADER made plasma-EMP-railguns a thing there has apparently been success using directed charge weaponry via pulse-laser ionization.
Basically before you create the charge-differential to cause the 'lightning' you blast an insanely strong and insanely short laser beam through the air, ionizing it (and thus making it extremely conductive for those brief moments) basically making the air into a directed conductor to your target. In-universe those 3 arms protruding from the gun could be sort of powered charge-blockers so that the arc doesn't backfire and link to the gun itself.
It should be said, that of all the guns, the Minigun is the one where the variable fire rate is part of the design, because it depends on the rotation speed. In comparison, it's really interesting to what lengths gun designers had to go to limit the fire rate of some guns so they actually become usable.
Well, Railguns will definitely make a noise due to the explosive electric discharge between the rails and the projectile and there's always the point about your ammunition being supersonic
If i ever travel to the UK, ill be going to that museum. Had no idea that the inception of the machine gun had the "rapid fire" and "more rapid fire" modes. Very cool.