You mentioned shotgun (pellet) spread, but unless I missed it, you didn't bring up weapon accuracy (shot spread) at all. The shot spread at range of a marksman rifle differs significantly from that of an SMG.
Some notes of my own: -> AoE Falloff: Most games have 2 ranges and I think I've seen some random patch note or dev comment that would make me believe this is true here: The minimum AoE range, the range the grenade does full damage up to, and the maximum AoE range, the area between the mimimum and the end of the AoE rangewhere the damage falling off until it does no damage. I think the stat listed on the grenade is the maximum range, hence "outer" damage, including falloff. -> General gaming term things: Charge Time is also called "wind-up time" but it's interchangeable. -> General gaming term things: Pain Wobble is often called "flinch". -> Someone else noted this but and I agree: I think "Destructive Force" is the name for the ability to break buildings and objectives, and I think it has tiers. Vague guessing from experimentation: Low Destructive = break containers (Slugger in days past), Medium Destructive = Break fabs/light objectives (Eruptor, Airstrike), Heavy Destructive = Break heavy objectives (Hellbombs, 500kg). I believe it's _loosely_ tied to Explosive, IE it's a design choice; it's not enforced by some kind of game logic and is applied at the designer's choice. I wouldn't be surprised if this was also tied to the AoE Falloff in some way or at least has it's own falloff. -> There are multiple different usages of "explosive". There's the category explosive, then the trait explosive (A funny reddit post on this was called "PSA: The Difference Between Explosive, Explosive, and Explosive"). I think the _category_ of explosive weapons, such as the Dominator, is the one that get's bonus damage vs the "big butts". People have noted it can shoot the big parts of enemies for good damage, but at the same time has no actual "explosive" AoE, leading people to believe the category of "explosive" is what's doing that or also possibly it's a trait of the jet-assisted rockets of which the Eruptor also has, still not sure. The explosive _trait_ is what does AoE damage, and that seems to do some amount of damage _through_ armor. I'm not sure if it's pure damage or if it's mitigated by passing through armor though. The one other important note: I'm nigh certain the stat card "traits" are fake, or more specifically they are not directly pulled from the gun but are essentially notes added by a designer per weapon. Example: The Senator had "light penetration" listed on release when it clearly had medium penetration, which they corrected later.
Games like STALKER also had their explosives project fragmentation, actual projectiles randomly sent out, with gravity and little velocity, this is all on top of a minimum radius and maximum radius, for HE effect, so defensive grenades have more fragments, but a smaller set of radiuses, meaning they inflicted bleed effects that needed bandaging, on targets, more, and major bleed effects more too, while offensive grenades use less frag and are more HE grenades, so they have bigger radiuses, so they would have a greater effect on armoured enemies, as armour would stop frag. This difference is observable in game, fragmentation explosive weapons do less damage to armoured enemies, while HE, including the impacts, weapons will damage armoured enemies, but have a smaller range as they lack much fragmentation.
Yep I can tag onto this with some of the datamined stuff too. Each weapon has a base damage and a "durable" damage, and a mesh of the two is calculated depending on the body part you're shooting. Each gun has 4 armor pen levels, depending on the angle your bullet impacts the body part. The levels are 80. But most guns have identical armor pen up to 80 degrees, but at an angle of >80 degrees would have zero armor pen and do no damage (not even to light armor). The biggest exception to this is explosive weapons, where anything outside of 25 degrees is deflected. For example the Scorcher will retain level 2 (light) pen at up to an 80 degree impact angle, but the explosive damage which is normally level 3 pen will drop to 0 pen at any impact angle >25 degrees. This can help explain the randomness with DPS sometimes because given enemy movement the impact angle of the projectile on a body part can change with each bullet. It's a pretty dumb system IMO and probably results in a lot of unnecessary background calculations. They should scrap this whole system. Each gun also has a demo, stun, and knockback effect in addition to "action interrupt" and "EMP" effects. Demo refers to its ability to blow open containers. But there are separate values for how much each gun staggers an enemy and how much it knocks them back with that stagger. This is why some guns can have similar stagger levels in the menu but feel different in game - different levels of knockback will obviously look different in-game. On top of that there is the "action interrupt" stagger. Where even if 2 guns can have identical stagger numbers like the Liberator and Tenderizer (both have identical stun/knockback values), the Tenderizer still gets "light stagger" listed in the menu. And that's because it can interrupt things like a bug breach call in animation, or I'm guessing prevent some Bots from shooting even if it isn't knocking them back any further. Just an animation canceller. And then you have the Pummeler with its actual EMP effect. You mention inner and outer ranges for explosive damage. But it goes even further than that. Explosive damage is treated separately from projectile damage in every facet. Separate damage value, separate armor pen values, different durable damage values, and even different stagger values. And then on top of that, as you mention, there is an inner and outer range for that AOE explosion. So one gun could deal higher explosive AOE damage than another but have less range, and thus feel like it's not as effective at crowd clearing even though it does more theoretical damage. This also doesn't even get into damage falloff over distance, which we know is a thing because I've seen it mentioned that the "base damage" for a gun is only true for the moment it comes out of the barrel and even a foot after that it's already dropped a point etc. There is so much hidden data in this game and AH is stupid for not releasing it. It isn't "fun" for the community to try and discover this shit over time. This is just frustrating your playerbase for no reason other than because you can.
@@CMCFLYYY I really appreciate the extra details. Do you know of any places/people that have catalogued these data mines? I wanna dig into the system but I'm also trying to avoid spoilers; googling "data mine" is a recipe for disaster in that regard :/.
There's stagger and push-back. Stagger is the ability to cancel enemy actions while push-back is how far your shots push enemies backwards/ragdoll them. This can best be seen between the liberator concussive and the pummeler. While both stagger enemies about the same. The liberator actually has a noticeable push back to enemies.
I didnt know that and recently started using the lib C a bit more and i like it. I do wish the rate of fire was a little higher but other that its a good gun
I genuinely do not understand why they chose to show us so little stats in the end. All it does is cause confusion and for people to misjudge guns, there’s no way to assess a weapon’s usefulness with the stat menu as it is right now. Might as well not have them at all
because you've played any FPS shooter or game, you know most of these thing and they are readily apparent. Not everyone wants to know these things or care, and most of it doesn't matter unless it's a FPS in PvP games. The hardcore people who want to actually survive and do well, the so called 'figuring out the meta' use all these attributes for spreadsheet balancing. It in a way ruins the uniqueness of the game to be made to play the game a particular way.
Makes sense there are 50, recoil alone is actually 4-5 stats, same with each of the other handling traits. Lasers for example all have their own beam traits, etc Thanks for going over all this!
point nr.20 is called demolition force. Old Slugger, Laser cannon and AMR have some demolition force, I think we can agree on 50% Eruptor, granades, Autocannon etc have 100% This stat dictated if weapon is able to destroy enviroment/destroy enemy spawners
One that I don't think you mentioned: bullet damage falloff with range. Many of the weapons do less damage the longer the range. Looking at how AH do things though, they might model that via the bullet losing speed over distance (another stat that might be there). Another that comes to mind: this might just be tied to the weapon type (plasma vs. ballistic), but with some guns, reloading with one bullet still left will leave you with your mag size + 1 shots after the reload. Magazine + 1 loaded in the chamber. Makes the Eruptor more fluid if you reload immediately after firing your second-to-last shot.
If you want to know the durability damage of different weapons and which enemies have durable parts; I suggest looking up helldiver io Enemies and helldiver io Weapons (usually youtube doesn't like links). Durable enemy parts and large volume body parts are the same thing. Things like the spewer big body parts have like 80% to 90% durable; charger behind is like 85% durable; devastator chest armor is 40% durable; gunships, tanks, factory striders, bile titans are all 100% durable basically everywhere.
19:26 I feel like this wouldn't be a specific trait, but just gravity. Faster bullets have less time to fall, but would still have the same drop over the same time as any other gun. I could be wrong, I have no idea if or how much you have tested it.
its cool that it seems this game seems to be coded somewhat like a "simulation" where weapons are not explicitly coded to do "x" damage to certain enemies, but rather, every projectile and target are given certain traits and a very complex (and pseudo realistic) calculation of those traits is what determines the ultimate effect even down to the fact of projectiles themselves being modeled, which most games to this day do not do, instead opting for simple hitscan effects that being said, it does explain some of the "jank" for lack of a better term, where certain clearly unintended effects arise (such as the eruptor one shotting chargers leading to the nerf) and the apparent difficulties the balance team is having making the intent of each weapon match its in game effect also would really like for some of the weapon stats such as bullet drop to be a little less opaque to the player, and even accounted for in game, such as giving us usable bullet drop compensator reticles on certain guns, because this is something that is very much a real thing irl (and has been since the introduction of guns in warfare) and to not have that accounted for in such a hypertech future military seems like a braindead oversight
there are different attributes for different weapons types. one that I think you missed with shotguns specifically is number of pellets per shot. the Breaker Spray&pray obviously has more pellets than the standard breaker, while the Slugger has a pellet count of 1
The hellpod is a particular attribute that can be useful offensively as if you don't have explosives, or the right weapons, you can just throw a hellpod item next to a bug hole or in a fab vent and the hellpod will destroy the fab/close the hole.
Some hopefully useful stat-dumps. Shrapnel still exists, only in the frag grenade (I don’t use it, get your testing in before standardisation-guy notices and removes it) Xbow (med-pen bolt) only has light2? pen on it”s AoE(same as frag grenade?), it likely does only half damage (or only impact) to “medium” mobs which is why it’s looked at with such pity (AoE nerf and damage aside), xbow is the third hardest hitting direct fire primary weapon in the game, JAR, slugger then xbow, but that pathetic AoE and RoF likely puts it in second ALL the other primary AoE are medium pen (all base 150 AoE damage, Eruptor now +40, scorcher is 100, GL “support” is 350 med1 meaning it’s got as much damage per total ammo as the primary weapons) and their projectile damage is way less than that of the xbow. Purifier TBC but given its only 250 damage it’s likely 100 impact plus 150 AoE because the balance guy is using a +-15% stat balance as his baseline for EVERY decision made, it’s so noticeable and predictable I’d actually put money down in this being the case. Building destruction seems independent of any AoE stat. 50 stats “sounds meaningful” but most of them are kept fairly standardised/neutral so outside of the direct/AoE spread for the most part recoil, damage and fire rate/style are the main 3 anyone needs to care about with ammo totals & time-to-aim or hit-flinch being a close runner up. Precisely how far a weapon bounces between shots is a matter for DMR/knight/JAR users, most people don’t need to care beyond “can I hold the button down and keep shooting at the enemies head while being shot at”
Some stats that are hidden should be shown, like a numerical for armour penetration, even if it's bogus, like "50mm RHA pen" like how we quantify the pen of our anti-tank weapons today, or maybe based on human infantry armour, like "Level IV armour penetration." I don't like the light/medium armour pen tag, as weapons like the spray and pray breaker do less pen than say the defender SMG, but are both tagged "Light armour penetration." Also I'd liek to know how many projectiles a weapon fires, and how much damage each does, like two shotguns could fire at 100DAM, but spread across 9 or 27 projectiles, makes a world of difference if they have a DAM threshold and/or DAM resistance system, something like how Fallout 3/NV handle it, by say "DAMAGE: 6.7x27". But most stats are good hidden.
tbh i think there is difference between stagger and stun, stagger just interupts attacks while stun will stun enemies and they cant move, we can see that on pummeler which can stun charger with butt hits, what the stun grenade does basicly and most weapons have stagger as interuptings such as purifier, jar and plasma shotgun, grenade pistol...
At start, guessing they use similar system as STALKER games did, where the volume of the sound file for the weapon effected how AI heard it, the louder the sound file actually was the more attention it grabbed and the further it went, heard from further away.
So one stat is how loud a weapon is, maybe what projectile it projects too, effects how visible you are, like a energy bolt/beam weapon may be quiet comparatively, but it's a bright projectile, easily seen, like firing 100% tracers.
As someone who likes to look at all stats and what they do I really disapprove of how it is in helldivers... I rather have something like armored core where its like 20 stats no Idea what half of them do but you can just look it up and be done and not like just guess what it might do from testing and reading the description { that might be already wrong, the r36 as example}. Also a game that is a lot about armour penetration and weakspot shooting it sure is annoying that you cant see what level of penetration a gun has.
Ah....Dr.PoopLove....so we meet again, my old friend. Tis I, DrLovePoop......I was at one time your Arch nemesis, until the day Super Earth was attacked.... I'll never forget you Dizzy! She knew me as....John Rico! 🤯
I’m “fine” with stats being hidden, initially. It’s nice the core balance (not the current standardisation via fire-axe) is settles a lot more of the stats should be visible in game on an expanded details mode. As to the 0:09 “every gun had its own purpose”, objectively untrue. Right now every (primary) gun fits into ONE of 4 purposes rapid-fire/single-shot/shotgun/AoE a few half heartedly pull hybrid status but right now that’s the total list and every one of those have a single standout weapon with only 1-2 side-grades for 2 of them (AoE and rapid fire). JAR for single fire Punish-plas/scorcher(tho the walker buff hurt it) for AoE Incen-break for shotgun (norm break almost viable but the prior nerf means you have to reload a LOT more often for a lesser effect) Defender/pummeller(same gun but stunlock) and sickle (the AR with a 99 mag size and low recoil) for rapid fire. ALL the rest are outright downgrades of the above be it by nerfs, poor planning or simple stat deficiencies (e.g. the knight kicks like a mule, has only 10% more in the mag but does 29% less damage per hit with the same number of reloads). One example easily repeated for all the other variants and ALL the primary special-features are gone now beyond the basics like overheat/electric/concussion.
It's wild to me how of you compare that stats on the game of the guns, the basic ass assault rifle that you start out with is essentially the best according to it's stats, according to the stats they show us at least. It always beats any other weapon in 2-3 categories out of 4 and that's fucking insane. That Alexus person ruined Hello Neighbor 2 and now going for HD2🤦🏻♂️
Thats the smg you get for purchasing the super citizen edition. Don't worry about it though. Other than looking cool it's a terribly bad weapon compared to the other smgs and assault rifles. You're not missing out on anything.
@@Doc_Paradox it's actually really good. most players just don't know how to use it properly, like a lot of the weapons in the game. I used it exclusively over the defender, only switching it out for the pummeler.
There's actually much more information out there already from datamining than this. This video seems to have a lot of unnecessary guess work going on. :P
This explains mostly nothing of the recent datamine that explained the durable damage stat and the levels of AP on all weapons. Refer to that video. This one just lists possible traits and nothing else
Dude... Damage radius, charge time, projectile speed, stagger, limb destruction that can let you knock a shield out of a heavy devastators hand. Just to name a few that stand out from other guns They aren't all beneficial, and the strengths don't really justify the weaknesses, but it's not hard to see how it differs. It's usable, but doesn't feel amazing.
10:00 I _believe_ I've seen the devs refer to the destruction of bugholes, crate doors, etc as a Demolition trait.
Yeah the patch notes seem to refer to it as demolition force
How to test if plasma weapons have damage gain with distance: just shoot your buddy at different distances and see!
I fully encourage and endorse this statement!
Even on randos!
Its for science!
You mentioned shotgun (pellet) spread, but unless I missed it, you didn't bring up weapon accuracy (shot spread) at all. The shot spread at range of a marksman rifle differs significantly from that of an SMG.
Some notes of my own:
-> AoE Falloff: Most games have 2 ranges and I think I've seen some random patch note or dev comment that would make me believe this is true here: The minimum AoE range, the range the grenade does full damage up to, and the maximum AoE range, the area between the mimimum and the end of the AoE rangewhere the damage falling off until it does no damage. I think the stat listed on the grenade is the maximum range, hence "outer" damage, including falloff.
-> General gaming term things: Charge Time is also called "wind-up time" but it's interchangeable.
-> General gaming term things: Pain Wobble is often called "flinch".
-> Someone else noted this but and I agree: I think "Destructive Force" is the name for the ability to break buildings and objectives, and I think it has tiers. Vague guessing from experimentation: Low Destructive = break containers (Slugger in days past), Medium Destructive = Break fabs/light objectives (Eruptor, Airstrike), Heavy Destructive = Break heavy objectives (Hellbombs, 500kg). I believe it's _loosely_ tied to Explosive, IE it's a design choice; it's not enforced by some kind of game logic and is applied at the designer's choice. I wouldn't be surprised if this was also tied to the AoE Falloff in some way or at least has it's own falloff.
-> There are multiple different usages of "explosive". There's the category explosive, then the trait explosive (A funny reddit post on this was called "PSA: The Difference Between Explosive, Explosive, and Explosive"). I think the _category_ of explosive weapons, such as the Dominator, is the one that get's bonus damage vs the "big butts". People have noted it can shoot the big parts of enemies for good damage, but at the same time has no actual "explosive" AoE, leading people to believe the category of "explosive" is what's doing that or also possibly it's a trait of the jet-assisted rockets of which the Eruptor also has, still not sure. The explosive _trait_ is what does AoE damage, and that seems to do some amount of damage _through_ armor. I'm not sure if it's pure damage or if it's mitigated by passing through armor though.
The one other important note: I'm nigh certain the stat card "traits" are fake, or more specifically they are not directly pulled from the gun but are essentially notes added by a designer per weapon. Example: The Senator had "light penetration" listed on release when it clearly had medium penetration, which they corrected later.
Great notes here!
Games like STALKER also had their explosives project fragmentation, actual projectiles randomly sent out, with gravity and little velocity, this is all on top of a minimum radius and maximum radius, for HE effect, so defensive grenades have more fragments, but a smaller set of radiuses, meaning they inflicted bleed effects that needed bandaging, on targets, more, and major bleed effects more too, while offensive grenades use less frag and are more HE grenades, so they have bigger radiuses, so they would have a greater effect on armoured enemies, as armour would stop frag.
This difference is observable in game, fragmentation explosive weapons do less damage to armoured enemies, while HE, including the impacts, weapons will damage armoured enemies, but have a smaller range as they lack much fragmentation.
Yep I can tag onto this with some of the datamined stuff too.
Each weapon has a base damage and a "durable" damage, and a mesh of the two is calculated depending on the body part you're shooting.
Each gun has 4 armor pen levels, depending on the angle your bullet impacts the body part. The levels are 80. But most guns have identical armor pen up to 80 degrees, but at an angle of >80 degrees would have zero armor pen and do no damage (not even to light armor). The biggest exception to this is explosive weapons, where anything outside of 25 degrees is deflected. For example the Scorcher will retain level 2 (light) pen at up to an 80 degree impact angle, but the explosive damage which is normally level 3 pen will drop to 0 pen at any impact angle >25 degrees. This can help explain the randomness with DPS sometimes because given enemy movement the impact angle of the projectile on a body part can change with each bullet. It's a pretty dumb system IMO and probably results in a lot of unnecessary background calculations. They should scrap this whole system.
Each gun also has a demo, stun, and knockback effect in addition to "action interrupt" and "EMP" effects. Demo refers to its ability to blow open containers. But there are separate values for how much each gun staggers an enemy and how much it knocks them back with that stagger. This is why some guns can have similar stagger levels in the menu but feel different in game - different levels of knockback will obviously look different in-game. On top of that there is the "action interrupt" stagger. Where even if 2 guns can have identical stagger numbers like the Liberator and Tenderizer (both have identical stun/knockback values), the Tenderizer still gets "light stagger" listed in the menu. And that's because it can interrupt things like a bug breach call in animation, or I'm guessing prevent some Bots from shooting even if it isn't knocking them back any further. Just an animation canceller. And then you have the Pummeler with its actual EMP effect.
You mention inner and outer ranges for explosive damage. But it goes even further than that. Explosive damage is treated separately from projectile damage in every facet. Separate damage value, separate armor pen values, different durable damage values, and even different stagger values. And then on top of that, as you mention, there is an inner and outer range for that AOE explosion. So one gun could deal higher explosive AOE damage than another but have less range, and thus feel like it's not as effective at crowd clearing even though it does more theoretical damage.
This also doesn't even get into damage falloff over distance, which we know is a thing because I've seen it mentioned that the "base damage" for a gun is only true for the moment it comes out of the barrel and even a foot after that it's already dropped a point etc.
There is so much hidden data in this game and AH is stupid for not releasing it. It isn't "fun" for the community to try and discover this shit over time. This is just frustrating your playerbase for no reason other than because you can.
@@CMCFLYYY I really appreciate the extra details. Do you know of any places/people that have catalogued these data mines? I wanna dig into the system but I'm also trying to avoid spoilers; googling "data mine" is a recipe for disaster in that regard :/.
There's stagger and push-back. Stagger is the ability to cancel enemy actions while push-back is how far your shots push enemies backwards/ragdoll them.
This can best be seen between the liberator concussive and the pummeler. While both stagger enemies about the same. The liberator actually has a noticeable push back to enemies.
I didnt know that and recently started using the lib C a bit more and i like it. I do wish the rate of fire was a little higher but other that its a good gun
I genuinely do not understand why they chose to show us so little stats in the end. All it does is cause confusion and for people to misjudge guns, there’s no way to assess a weapon’s usefulness with the stat menu as it is right now. Might as well not have them at all
because you've played any FPS shooter or game, you know most of these thing and they are readily apparent. Not everyone wants to know these things or care, and most of it doesn't matter unless it's a FPS in PvP games. The hardcore people who want to actually survive and do well, the so called 'figuring out the meta' use all these attributes for spreadsheet balancing. It in a way ruins the uniqueness of the game to be made to play the game a particular way.
Makes sense there are 50, recoil alone is actually 4-5 stats, same with each of the other handling traits. Lasers for example all have their own beam traits, etc
Thanks for going over all this!
Yeah 50 sounds like a lot but then when you break it down you get to it pretty quickly
point nr.20 is called demolition force.
Old Slugger, Laser cannon and AMR have some demolition force, I think we can agree on 50%
Eruptor, granades, Autocannon etc have 100%
This stat dictated if weapon is able to destroy enviroment/destroy enemy spawners
One that I don't think you mentioned: bullet damage falloff with range. Many of the weapons do less damage the longer the range. Looking at how AH do things though, they might model that via the bullet losing speed over distance (another stat that might be there).
Another that comes to mind: this might just be tied to the weapon type (plasma vs. ballistic), but with some guns, reloading with one bullet still left will leave you with your mag size + 1 shots after the reload. Magazine + 1 loaded in the chamber. Makes the Eruptor more fluid if you reload immediately after firing your second-to-last shot.
No, he did. Damage falloff was mentioned twice in the video as damage falloff and damage range.
If you want to know the durability damage of different weapons and which enemies have durable parts; I suggest looking up helldiver io Enemies and helldiver io Weapons (usually youtube doesn't like links).
Durable enemy parts and large volume body parts are the same thing. Things like the spewer big body parts have like 80% to 90% durable; charger behind is like 85% durable; devastator chest armor is 40% durable; gunships, tanks, factory striders, bile titans are all 100% durable basically everywhere.
Ahhhh very interesting!
19:26 I feel like this wouldn't be a specific trait, but just gravity. Faster bullets have less time to fall, but would still have the same drop over the same time as any other gun.
I could be wrong, I have no idea if or how much you have tested it.
its cool that it seems this game seems to be coded somewhat like a "simulation" where weapons are not explicitly coded to do "x" damage to certain enemies, but rather, every projectile and target are given certain traits and a very complex (and pseudo realistic) calculation of those traits is what determines the ultimate effect
even down to the fact of projectiles themselves being modeled, which most games to this day do not do, instead opting for simple hitscan effects
that being said, it does explain some of the "jank" for lack of a better term, where certain clearly unintended effects arise (such as the eruptor one shotting chargers leading to the nerf) and the apparent difficulties the balance team is having making the intent of each weapon match its in game effect
also would really like for some of the weapon stats such as bullet drop to be a little less opaque to the player, and even accounted for in game, such as giving us usable bullet drop compensator reticles on certain guns, because this is something that is very much a real thing irl (and has been since the introduction of guns in warfare) and to not have that accounted for in such a hypertech future military seems like a braindead oversight
GREAT VIDEO!
GREAT INTEL!
GREAT LIBERTY!
there are different attributes for different weapons types. one that I think you missed with shotguns specifically is number of pellets per shot. the Breaker Spray&pray obviously has more pellets than the standard breaker, while the Slugger has a pellet count of 1
I’m really loving this poop
The hellpod is a particular attribute that can be useful offensively as if you don't have explosives, or the right weapons, you can just throw a hellpod item next to a bug hole or in a fab vent and the hellpod will destroy the fab/close the hole.
I believe the hellpod tag indicates the stratagem can be used for impact damage.
Some hopefully useful stat-dumps.
Shrapnel still exists, only in the frag grenade (I don’t use it, get your testing in before standardisation-guy notices and removes it)
Xbow (med-pen bolt) only has light2? pen on it”s AoE(same as frag grenade?), it likely does only half damage (or only impact) to “medium” mobs which is why it’s looked at with such pity (AoE nerf and damage aside), xbow is the third hardest hitting direct fire primary weapon in the game, JAR, slugger then xbow, but that pathetic AoE and RoF likely puts it in second
ALL the other primary AoE are medium pen (all base 150 AoE damage, Eruptor now +40, scorcher is 100, GL “support” is 350 med1 meaning it’s got as much damage per total ammo as the primary weapons) and their projectile damage is way less than that of the xbow. Purifier TBC but given its only 250 damage it’s likely 100 impact plus 150 AoE because the balance guy is using a +-15% stat balance as his baseline for EVERY decision made, it’s so noticeable and predictable I’d actually put money down in this being the case.
Building destruction seems independent of any AoE stat.
50 stats “sounds meaningful” but most of them are kept fairly standardised/neutral so outside of the direct/AoE spread for the most part recoil, damage and fire rate/style are the main 3 anyone needs to care about with ammo totals & time-to-aim or hit-flinch being a close runner up.
Precisely how far a weapon bounces between shots is a matter for DMR/knight/JAR users, most people don’t need to care beyond “can I hold the button down and keep shooting at the enemies head while being shot at”
What made you choose the name dr.pooplove? Scat play?
Some stats that are hidden should be shown, like a numerical for armour penetration, even if it's bogus, like "50mm RHA pen" like how we quantify the pen of our anti-tank weapons today, or maybe based on human infantry armour, like "Level IV armour penetration." I don't like the light/medium armour pen tag, as weapons like the spray and pray breaker do less pen than say the defender SMG, but are both tagged "Light armour penetration."
Also I'd liek to know how many projectiles a weapon fires, and how much damage each does, like two shotguns could fire at 100DAM, but spread across 9 or 27 projectiles, makes a world of difference if they have a DAM threshold and/or DAM resistance system, something like how Fallout 3/NV handle it, by say "DAMAGE: 6.7x27".
But most stats are good hidden.
tbh i think there is difference between stagger and stun, stagger just interupts attacks while stun will stun enemies and they cant move, we can see that on pummeler which can stun charger with butt hits, what the stun grenade does basicly and most weapons have stagger as interuptings such as purifier, jar and plasma shotgun, grenade pistol...
At start, guessing they use similar system as STALKER games did, where the volume of the sound file for the weapon effected how AI heard it, the louder the sound file actually was the more attention it grabbed and the further it went, heard from further away.
So one stat is how loud a weapon is, maybe what projectile it projects too, effects how visible you are, like a energy bolt/beam weapon may be quiet comparatively, but it's a bright projectile, easily seen, like firing 100% tracers.
As someone who likes to look at all stats and what they do I really disapprove of how it is in helldivers... I rather have something like armored core where its like 20 stats no Idea what half of them do but you can just look it up and be done and not like just guess what it might do from testing and reading the description { that might be already wrong, the r36 as example}.
Also a game that is a lot about armour penetration and weakspot shooting it sure is annoying that you cant see what level of penetration a gun has.
Timestamps?
00:00 Start watching here
23:32 End here
You're welcome 👍
I will try to add them when I get a chance!
Lol
I wonder if the AI generated timestamps would work well with this vid
Just watch the video ffs
Ah....Dr.PoopLove....so we meet again, my old friend. Tis I, DrLovePoop......I was at one time your Arch nemesis, until the day Super Earth was attacked.... I'll never forget you Dizzy! She knew me as....John Rico! 🤯
Foiled again!
thanks for another great vid
Glad you liked it
If the crossbow could destroy fabricators and bug holes I would definitely use it
Devs: Increase damage to 1 shot enemy type because it was requested
forgot bullets have drop off damage
I'm pretty sure Demolition refers to limb/part destruction.
good work 👍
Thank you!
Dr pooplove or: how I learned to stop worrying and love the fart
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I’m “fine” with stats being hidden, initially.
It’s nice the core balance (not the current standardisation via fire-axe) is settles a lot more of the stats should be visible in game on an expanded details mode.
As to the 0:09 “every gun had its own purpose”, objectively untrue. Right now every (primary) gun fits into ONE of 4 purposes rapid-fire/single-shot/shotgun/AoE a few half heartedly pull hybrid status but right now that’s the total list and every one of those have a single standout weapon with only 1-2 side-grades for 2 of them (AoE and rapid fire).
JAR for single fire
Punish-plas/scorcher(tho the walker buff hurt it) for AoE
Incen-break for shotgun (norm break almost viable but the prior nerf means you have to reload a LOT more often for a lesser effect)
Defender/pummeller(same gun but stunlock) and sickle (the AR with a 99 mag size and low recoil) for rapid fire.
ALL the rest are outright downgrades of the above be it by nerfs, poor planning or simple stat deficiencies (e.g. the knight kicks like a mule, has only 10% more in the mag but does 29% less damage per hit with the same number of reloads). One example easily repeated for all the other variants and ALL the primary special-features are gone now beyond the basics like overheat/electric/concussion.
It is baffling how insanely convoluted this game is. lmao.
It's wild to me how of you compare that stats on the game of the guns, the basic ass assault rifle that you start out with is essentially the best according to it's stats, according to the stats they show us at least. It always beats any other weapon in 2-3 categories out of 4 and that's fucking insane. That Alexus person ruined Hello Neighbor 2 and now going for HD2🤦🏻♂️
You mentioned a lot of the things multiple times under different names like damage falloff and damage range. This is a bit of a stretch.
I just noticed that the Jar-5 dominator doesn't have the explosive trait, but is in the explosive category. 🤔
I believe it has the explosive multiplier however I have seen conflicting reports
It seems to deal much higher structure damage, but doesnt have an explosion radius
It use rocket propelled bullet. That is why it is in explosive category.
@@Azer-il5ld rocket propulsion does not require an explosive warhead. Any weapon can be rocket propelled, even arrows.
You seriously need a new name
Agreed. Coprophilia is not attractive by any means. It’s juvenile at best, and vomit-inducing at worst.
Agrree weird gross and embarrasing name. Geez. What level of tism does this guy have to think that was a good name
I agree. I just can't with this.
Let him love his 💩
but he loves it
is dropable is probably a stat secondary are not dropable or cant be dropped on death more may dropped on death is the stat
uhhh… did someone noticed the third smg in the vid?
are you referring to the mp-98 knight?
@@Jhunta yes
@@Grimm9890 yes, that's the mp-98 knight smg.
Thats the smg you get for purchasing the super citizen edition. Don't worry about it though. Other than looking cool it's a terribly bad weapon compared to the other smgs and assault rifles. You're not missing out on anything.
@@Doc_Paradox it's actually really good. most players just don't know how to use it properly, like a lot of the weapons in the game. I used it exclusively over the defender, only switching it out for the pummeler.
I dunno much about data mining, but I would think data miners should be able to find this info, no?
50 diff stats but all ARs feel the same.
LETS GOOO DR.POOPLOVE DROPPED
I know, these missing stats are crazy. The Eruptor says it has shrapnel but when you shoot there's no shrapnel!! Such a weird hidden stat.
There's actually much more information out there already from datamining than this. This video seems to have a lot of unnecessary guess work going on. :P
Dr. Poop love is hands down the dumbest RUclips handle I have ever seen, and I love that shit!
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lol your name is so so stupid. But this was a great video. You should definitely do this with each weapon as new ones are added.
This explains mostly nothing of the recent datamine that explained the durable damage stat and the levels of AP on all weapons. Refer to that video.
This one just lists possible traits and nothing else
poopertroppers... lol
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Sup
Sup!
Wow, because hardly any of the guns feel special. I’d love to see the 50 special things about the purifier.
Dude... Damage radius, charge time, projectile speed, stagger, limb destruction that can let you knock a shield out of a heavy devastators hand.
Just to name a few that stand out from other guns
They aren't all beneficial, and the strengths don't really justify the weaknesses, but it's not hard to see how it differs.
It's usable, but doesn't feel amazing.
IQ issue
If it has stats it gets nerfed 😔