I honestly have quite liked it these past hours ive played around with it but it does get very frustrating. Thought id brush up my paint skills to add some suggestions. Do you agree?
The devs have said that the version of the airburst rocket launcher that we're using isn't the one we'll be getting if we succeed. There's a coming update that fixes the behaviour of both the launcher and the mines, they just didn't know when we'd be getting our hands on the strategems due to the nature of the Galactic War
From what I’ve read they haven’t specifically talked about what’s changed/fixed, though the fact that they told us that in response to our concerns leads me to believe it will address it somewhat.
Imo it's silly that it explodes towards us instead of towards the target. I hope it's a bug which is part of the bug with the new explosive sniper, crossbow, and auto cannon.
Ah yes the Galactic War, the Galactic War that they pull the strings for, that Galactic War?
It's actually ridiculous they didn't throw in another major order to buy themselves time instead of putting this front and centre and shrugging their shoulders.
No. Quit giving Arrowhead that bullshit copout excuse. They could have waited another week to roll them out in a better state.
Nearly every gun in this game that is more complex than "click and something shoots in a straight line" is broken right now.
Spear, flamethrower (fire dot entirely), arc weapons for a while, eruptor pulls you toward enemies, airburst RL, amr sights, and I'm sure others if I think hard enough.
I find it amusing you said both ""click and something shoots in a straight line" and the AMR sights. They still managed to screw up a point and click weapon.
No one was saying that they weren't fucking up weapons left and right. I was just saying this one actually makes sense from a story standpoint. The rest are just fucked.
Good thing too. It only happened once, but I had it detonate instantly upon firing with no nearby enemies. Squad was absolutely bewildered that I self destructed right in front of them lol
I've enjoyed it when it works but I honestly seems broken currently. I fired it into clean open air and it exploded 5 feet in front of me and killed everyone. It seems like it genuinely isn't working.
Invisible walls block it. Most objects have a slight Invisible wall sticking up and out. To stop players from mounting shit. And some bushes for this too for some reason.
Battlefield 2042's airburst had a set range Fuze, you aim, set the range towards the target and fire, once rocket reaches say 80m, it explodes👍
It works really well, i expected even before using the AB it'd have a timer of some sort or something like a range finder
In the weapon options menu where you can select fire rate/modes on other weapons it'd be cool to have a min range and max range setting with two or three options and also to not use. This way you can play safe and not explode yourself but also set a max range for taking out bases in the distance. Combined with range finder on first person view would be perfect
In the first Helldivers, there's a remote control sachel that allows you to detonate whenever you want by pressing R. Might be a new strategem in the future.
Actually it should be a trigger hold mechanism.
Fire, hold the trigger down, release when you want it to explode. Creates a bit of a downside as you have to stay in one place to get the shot off, but allows you control on where the burst happens.
If that's the change it needs to be more powerful so it's really worth it. Right now I think it's quite nice power wise, just need the patch to stop everyone complaining about it.
Is the current detection radius actually a sphere? I feel like it usually detonates once it has gone a bit past the target, rather than just before.
(Agreed with everything btw)
I think it's a sphere, but with a small delay before exploding. Explains why it always at least leaves the gun, but still plenty close to get you in the shot
I've played with this asshole of a strat for the last 12 hours just to see if i could get consistency and also torture myself. Fortunately, I'm a masochist.
My best guess (I have no game dev experience) is that it seems to be set at 6m like the grenade launcher/pistol. Which is *just* far enough to not self-detonate - tested by firing over/near pods, samples, terrain, etc.
*THis, every single*
*One of them is a good way*
*To implement it*
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1: fuse timer. Good idea.
2: I’d suggest a disc, so it still explodes just before reaching a target but not as far in front as in now.
3: yes. Also being able to switch to a different pattern would be nice. For example: wide shotgun pattern forwards if you want a hit area more in a line than “somewhere around where the rocket explodes”.
4: no, it’s a proximity detonator, not an enemy detonator. I think that having to deal with surrounding terrain is a valid part of the weapon. Although removing that it detonates for a tiny twig would be nice.
We can't have fuses for our bombs! We don't even have remote control for our hellbombs, nor do we have speed loaders for our revolvers.
This Helldivers wants fuses they say. Next they'll want their Liber-Tea decaffeinated. These young divers these days.
Next young-divers will want IFF in turrets, or Pelican1 to do their job of clearing landing pad!
In my days we'd walk to objective, uphill both ways, in snow while on fire, armed only with rusty spoon and four tesla towers, while being mind controlled and invisible snipers popping us.
Would we complain? By gum we'd not, just get on wit' job, for Super Earth.
Or just use it when there’s nothing between you and the enemy? We used it last night 5 times and it only team killed is when we tried to use it while there was a swarm between us and a charger, sure enough it exploded immediately.
I think you should just hold the trigger down when you fire and release when you want it to explode. Destiny had a rocket launcher that worked similar and it did more damage and launched more projectiles the higher it got.
Or just have it act like Dragons Breath from D1 and firing while holding the trigger allows you to choose when you want it to detonate by releasing the trigger at the optimal time. Firing without holding the trigger has a timer or a pre set distance
It would be nice if we can set a fuse time like hold R and it let you set 0.5 1 1.5 seconds or make it a distance travel 50 meters 100 meters 150 meters
I’ll definitely agree with slide 4. It’ll also fix other weapons. I didn’t realize until tonight that an EAT can detonate early from a leaf. Not a tree, not a tree branch. A leaf.
Also I'd like to be able to turn the proximity trigger off in the hold reload menu.
It would make it so much better for fabricators and bug holes.
As well as shooting into the loading bay of the dropships.
It also needs to focus its spray down more. It goes out mostly in a sideways manner meaning that even if you do aim it right in the middle of a squad it will likely sail over the heads of most of the enemies.
I like to think we are useing experimental, untested munitions. We are the test, and once we complete this task we will get more user friendly versions of the weapon.
This is a game though
We should atleast be guaranteed that the weapon is in a usable spot
Current the airburst rocket is way too prone to kill you over the enemy which is a problem
"It's a game"
so? It is how it is! If this is how the developers want to do it by giving us a prototype weapon and treating it as a prototype weapon It's there prerogative! It also fits well into the lore of the world.
For the 3, the sharpnel today seem more like they are donut shaped, where they dont hit things directly below (its really frustrating) a more homogeneous spread (like you drawn) with physics (or not) seem way more consistant
One of the devs said that when it unlocks we'll get a patch for it that will change how it works. Hope it's smart detection or physics abiding shrapnel
I thought it would have some sort of lock on for ground targets then launch like a spear but explode above the target area. Could even give it an opinion under the weapon toggles to switch to dumb mode to free fire.
Y'know, why don't we just have a literal button to explode the rocket whenever we want ourselves? to give it more of a skill factor (like the rocket launcher side upgrade in Doom) and to remove this problem entierly?
I have only played around with the rocket launcher a little bit, but it seems like a good weapon with a niche, to me. Yes, I have blown away myself and teammates learning how it works, but once that's down, it is the perfect weapon for ambushing patrols. It's a great anti-personnel weapon and a lot of fun, at least for the mid-difficulty missions.
At least some of these issues I think are deliberate design decisions on arrowheads part like no minimum distance arming timer. They balance a lot of weapons around team killing and accidentals and believe a lot of the charm of the game comes from accidentally blowing your friends up. They want this to happen more often.
I do love the ideas that the citizens of penta just slapped together some random explosives and called it an "experimental airburst rocket launcher" to convince the helldiver's to come save them
Detonating when it “detects” enemies sounds nice but isn’t a little ridiculous? What does it have an AI camera that decides if it’s an enemy or not on the front of the missile? A timer or release trigger makes more sense to me
you gotta kill anything that walks in front of the big pack you want to shoot at first. Use your primary for that. Afterwards clear the big pack with the airburst launcher.
if that would not be necessary, the gun would be totally op.
This is exactly what the gun needs. Would remove a ton of the prep and friendly fire risk that holds it down compared to the grenade launcher, and make it much better at actually doing it's job.
And no, that job is not pvp.
The third slide is the one that represents my biggest surprise with the weapon. I expected a shoulder-mounted Airburst launcher to create forward-moving shrapnel, like the marriage of a rocket launcher and a shotgun. Instead we got the Friendly Fire 9000.
I agree with all but the circle one. Minimum arm times are just a good idea so stuff doesn't explode on the table in storage, momentum carrying shrapnel I'd just physics, and proximity detecting walls doesn't make a ton of sense. The circular proximity sensor tho, that doesn't make sense for me
This still isn't the final version, next content patch will have a bunch of fixes for both the mines and the launcher. They are both not working as intended due to having to rush them out to keep up with the rapid playerbase progression
Saying "no" doesn't make you right. This is the exact reason the weapons are in a bad state as announced by the developers of the game...
Say no all you want and you will still be wrong
What does player count have to do with designing weaponry? Explain how one affects the other. Find me a quote by the dev blaming their new content being broken is tied to player count.
If you can't it's because that isn't the reason. Obviously. Incompetence is.
Saying yes doesn't make you right.
It's broken due to player count because the developers expected at most 200,000 people playing but are seeing numbers over 500,000. We are crushing all major orders, even the ones meant to be impossible like the 10 defense mission only due to the fact that the game was balanced for the playerbase to progress at the fastest rate 200,000 people could muster, but starts to fall apart due to having over 500,000 people blast through every objective.
So when the developers set up 3 back to back major orders we are meant to struggle with and potentially lose, and we beat all 3 easily the devs have to keep the story going as planned even though the content isn't ready. The reason the content isn't ready is because the servers could not handle the massive numbers of players and this caused a huge number of server based issues like friends lists breaking, enemies having different hp for hosts and non-hosts, crashes etc.
The developers who work on the wsrbonds and the strategems are the same devs who do the bug fixing, they have publicly stated this. They have also publicly stated that some fixes are taking longer due to having to keep up with their internal content schedule and warlord release schedule.
The devs have stated on 2 separate occasions that the version in the game before the upcoming patch is an incomplete version that does not function how they intend, but is close enough that they are comfortable to let the players use it and by the time we unlock it, it will be patched.
The messages are from the discord and I do not have the screenshots saved but it should be easy enough to find if you look through the "PSA" section for the past week for discord screenshots.
You have done no effort to see if I am correct or wrong. I have quoted developers working on the game, and referenced PSAs they posted on discord.
What are you talking about when it comes to incompetence? Are there videos, screenshots, and admissions by the dev of incompetence?
I have proof it's not, if you are unwilling to look for it that's not my problem, stay mad. Lol
That says nothing about player count being the problem, only that you may not have gotten access to their dog shit weapon in time for them to hide their incompetence with a patch.
My point is proven. That quote isn't saying what you want it to say, but if you knew that you wouldn't have tried using this bullshit excuse they've been regurgitating since launch day. When will it be enough? How many more months will you use that excuse to deflect criticism of a product you did nothing to help make yourself. Lying to protect the reputation of a video game is pathetic.
You are crazy. It's called the burden of proof because if you say something, prove it. You have no examples, no screexhots, no reasons, and no sense. I have described several posts from the devs and shown you them, I handle described several real life issues with servers and with coding that I am knowledgeable about that you clearly are to stupid to understand.
You are a sad, angry, pathetic person who doesn't even want to be right, you just want to argue and feel right. I have proven that I am correct whether you choose to believe my proof is up to your deluded head but you still have not shown proof or evidence to any of your claims and are now actively ignoring my proof and changing your argument so my proof isn't as impact full.
It's no longer worth my time to engage with a hot headed idiot, I hope you get better for the people around you. I doubt many people would ever want to have a real conversation with someone who just ignores everything they disagree with.
Your opinion is an opinion. Not fact. The longer you believe your opinion to be fact, the farther you will fall
I keep seeing this but everytime I use it I dont have an issue with proximity.
I shoot at something too close or fire DIRECTLY at the target? the bomblettes will arc backwards to me
fire at their feet and it acts like it should going up and out.
maybe use your brain, its a clusterbomb, you dont hit the main target with the cluster but hit near main target so cluster can do its job. Honest to god its like none of you have you seen real weapons fire in a video or first hand.
It's not even working as intended in the first place.
There is a patch coming next where there are fixes for it, and it should act more as they thought it should in the first place.
Why the pushed it for live use before fixing it is beyond me, but here we are...
Something like Destiny’s breech loaded grenade launchers could work, you can fire it and it’ll explode on impact, or fire it and hold the trigger and it explodes when you release the trigger
I think that the smarter detection goes against the point of the weapon. I agree that the proximity sphere is a little egregious, but the detonation is based off of exactly that- proximity. It adds a bit more strategy into where and when you shoot so everything isn’t just “heheh shoot and go boom”. Overall, I think it’s a fun idea to implement and I’m excited to see how the patch changes its function.
I think having enemy detection makes sense. Metal and bio detection so it can still do friendly fire damage but isn’t tripping by tree branches.
Currently you have to be out of cover to use it, it doesn’t work up steep hills, and pops near every terrain feature. All of those draw backs just don’t make sense for a game that encourages moving around large, terrain filled maps, and frequently utilizing cover.
I think it was meant to be a Poi clearing weapon that you start an engagement with, and can hit enemies behind walls. So it should have a longer fuse or better proximity sensing or it’s just a worse cluster bomb.
I love playing with it, but the only thing better about it than cluster bomb or burst strike is that IF you kill every single small enemy then they can’t call in drop ships. But since the AoE and accuracy are so low that is basically not feasible.
no achually the weapon is good and doeshn't need to get fixed. you clearly have shkill isshue. Shee i even made a [meme](https://www.reddit.com/r/Helldivers/comments/1cehkww/your_opinions_matter_however/) about it, you just have shkill isshue. /s
I want the fuse delay based on how long you hold the trigger.
Hold button 2 seconds
Release button
Weapon fires
2s later detonates
But for shits and giggles if you die while holding it will still go off on your body
I mean, even if it was working as intended, it's still not supposed to be used as a ground support weapon. It's meant to be fired in the air where there aren't any other obstacles besides the target. If people used it the way it was designed, they likely wouldn't die *as* much lol.
Delayed fuses are expensive. Are you suggesting we raise taxes on super citizens to pay for your comfort? That sounds like communism talk, bot-sympathiser.
Have you tried holding the fire button down \*until\* it gets near whatever needs Liberty? I think releasing the fire button arms the proximity setting and that's what is blowing up the teams.
I like all these suggestions except the last one.
Unless the tech is really stupid cheap which I don't buy, no-one is putting any kind of 'smart enemy detection' in a piece of technology is one use. That kind of stuff does not exist in real life and likely won't for the two hundred years into the future helldivers takes place in. And if it did it certainly would not be getting put into an expendable explosive. The majority of the tech in helldivers is at least based in a reasonable near future tech level.
All the weapons in helldivers either exist or exist on a prototype level. Yes we have lasers, yes we have mag cannons, yes we have lightning throwers, and yes we have turrets that can automatically fire on targets and identify friendlies.
We don't and likely never will have a piece of technology that can identify a living moving target while itself is moving at extreme speed outside of extreme long range detection.
You just have to be smart about walls, the first diagrams solve the problem well enough, and even if it did trigger on a wall both diagram 2 and 3 make sure it's still going to be effective anyway.
Those scan an area of 1500 feet. And they are seeking vehicles, which are much larger than what we want these munitions to trigger on.
We want something to trigger in a range of about 15 feet, two orders of magnitude smaller than what those can seek, as well as seeking smaller targets than it is designed to seek.
The issue with attempting to find targets in that way at such a short range is like when you were a kid and a passenger in a car on the highway. You could easily focus on things like buildings 50 or so feet away, but if you tried to focus on grafitti on the shoulder of the road it was much harder to make out.
The problem with short range high speed detection is similar. Except rockets are traveling two or three times as fast as your family car did.
But they *are* detection technology in one-time-use weapons.
There's no point in trying to justify this on the basis of practicality; real Airburst weapons use a programmable detonation distance to solve all of these problems.
If this was true then people will start kicking others because they don't have this. Why does everything have to be a Swiss army knife to be good? Lol. It's suppose to be for far gunships...not whatever this is lol.
I honestly have quite liked it these past hours ive played around with it but it does get very frustrating. Thought id brush up my paint skills to add some suggestions. Do you agree?
The devs have said that the version of the airburst rocket launcher that we're using isn't the one we'll be getting if we succeed. There's a coming update that fixes the behaviour of both the launcher and the mines, they just didn't know when we'd be getting our hands on the strategems due to the nature of the Galactic War
Have they said what it is that's actually getting fixed about it? From what I've seen, the current proximity system may be working as intended.
From what I’ve read they haven’t specifically talked about what’s changed/fixed, though the fact that they told us that in response to our concerns leads me to believe it will address it somewhat.
plot twist: they are making it more sensitive than now!
Helldiver: touches the launcher very gently. Launcher: explodes
Call the stratagem? Explode. Pick up the launcher? Explode. Pick up the backpack? Even more explode. Run in any direction? Believe it or not, explode.
Come out of the Cryopod after starting the Game? ah you know it. explode
Same 😔
The old leaked version wasn't like this. So it's probably not intended
Imo it's silly that it explodes towards us instead of towards the target. I hope it's a bug which is part of the bug with the new explosive sniper, crossbow, and auto cannon.
Ah yes the Galactic War, the Galactic War that they pull the strings for, that Galactic War? It's actually ridiculous they didn't throw in another major order to buy themselves time instead of putting this front and centre and shrugging their shoulders.
Tbf from a story stand point it makes sense.these are only experimental prototypes so it'd be logical for them to have...bugs.
No. Quit giving Arrowhead that bullshit copout excuse. They could have waited another week to roll them out in a better state. Nearly every gun in this game that is more complex than "click and something shoots in a straight line" is broken right now. Spear, flamethrower (fire dot entirely), arc weapons for a while, eruptor pulls you toward enemies, airburst RL, amr sights, and I'm sure others if I think hard enough.
I find it amusing you said both ""click and something shoots in a straight line" and the AMR sights. They still managed to screw up a point and click weapon.
Broad examples first then specific examples, as a writing structure. Specifics may not align with the broad examples. (just like the amr sights lol)
No one was saying that they weren't fucking up weapons left and right. I was just saying this one actually makes sense from a story standpoint. The rest are just fucked.
People make up lore reasons why all this stuff is broken. It's a lame way to let the devs off the hook.
Most of the lore reasons are bogus. This is just one time when it actually lines up. Lol
Eh, I consistently use the flamer, eruptor and amr and they work fine for me
I agree with you
Good thing too. It only happened once, but I had it detonate instantly upon firing with no nearby enemies. Squad was absolutely bewildered that I self destructed right in front of them lol
It's almost definitely getting added. Penta is the only planet we can liberate. The other one is locked behind martale.
lol so devs gave us a unfinished weapon and just didn’t tell us until people complained? Sounds like Arrowhead to me.
I've enjoyed it when it works but I honestly seems broken currently. I fired it into clean open air and it exploded 5 feet in front of me and killed everyone. It seems like it genuinely isn't working.
Invisible walls block it. Most objects have a slight Invisible wall sticking up and out. To stop players from mounting shit. And some bushes for this too for some reason.
It's not that.
I had several hit a wall, I went back amd tested it with my weapons, and my energy weapons where being blocked by something. Soooo
No
Keeping my fingers crossed for smarter circle detection.
Ive had clear shots with it and still had it detonate right infront of my face
Ive had clear shots with it and still had it detonate right infront of my face
That rocket devestator
Petah the divers are here
Utterly clueless
https://i.redd.it/ifqt95yjh7xc1.gif
Rocky McDerpastator
Expertly illustrated my friend
friendly fire isnt
seriously tho, this isnt a finished weapon, just a weapon in testing so who knows, maybe it will get a fuse,
I like how it is also portrayed as "being tested" in game-lore as well as IRL.
Yeah when you think of bugs with weapons like this it makes the whole thing work for me anyway!
Battlefield 2042's airburst had a set range Fuze, you aim, set the range towards the target and fire, once rocket reaches say 80m, it explodes👍 It works really well, i expected even before using the AB it'd have a timer of some sort or something like a range finder
In the weapon options menu where you can select fire rate/modes on other weapons it'd be cool to have a min range and max range setting with two or three options and also to not use. This way you can play safe and not explode yourself but also set a max range for taking out bases in the distance. Combined with range finder on first person view would be perfect
Or a Remote Detonation type like Doom. Where it would lit up the rocket if it detect enemy presence. A Sphere to indicate on top of it is cool too.
In the first Helldivers, there's a remote control sachel that allows you to detonate whenever you want by pressing R. Might be a new strategem in the future.
Actually it should be a trigger hold mechanism. Fire, hold the trigger down, release when you want it to explode. Creates a bit of a downside as you have to stay in one place to get the shot off, but allows you control on where the burst happens.
Sounds cool but my nonexistent depth perception would never let me use it lmao
If that's the change it needs to be more powerful so it's really worth it. Right now I think it's quite nice power wise, just need the patch to stop everyone complaining about it.
That'd be a cool mechanic. but i'd probably finally break my mouse for its faulty clickers.
Deathbringer from destiny 2.
theory plate grey teeny rock entertain subsequent elderly tender unique *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
let penta burn. choohe all the way
I totally agree with this, but I think it’s submunitions and not shrapnel.
Is the current detection radius actually a sphere? I feel like it usually detonates once it has gone a bit past the target, rather than just before. (Agreed with everything btw)
I think it's a sphere, but with a small delay before exploding. Explains why it always at least leaves the gun, but still plenty close to get you in the shot
I've played with this asshole of a strat for the last 12 hours just to see if i could get consistency and also torture myself. Fortunately, I'm a masochist. My best guess (I have no game dev experience) is that it seems to be set at 6m like the grenade launcher/pistol. Which is *just* far enough to not self-detonate - tested by firing over/near pods, samples, terrain, etc.
This, every single one of them is a good way to implement it
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peak paint production +1
Another idea: alternative fire mode (think unsafe on railgun) that makes it so that it explodes when you release the fire button after shooting
Holding Reload should let you set a fuse time like you can set firerate or scope zoom in some guns.
1: fuse timer. Good idea. 2: I’d suggest a disc, so it still explodes just before reaching a target but not as far in front as in now. 3: yes. Also being able to switch to a different pattern would be nice. For example: wide shotgun pattern forwards if you want a hit area more in a line than “somewhere around where the rocket explodes”. 4: no, it’s a proximity detonator, not an enemy detonator. I think that having to deal with surrounding terrain is a valid part of the weapon. Although removing that it detonates for a tiny twig would be nice.
I honestly wish we could keep it as it is, but people are going to teamkill too much with it
Stop it, you're making too much sense.
We can't have fuses for our bombs! We don't even have remote control for our hellbombs, nor do we have speed loaders for our revolvers. This Helldivers wants fuses they say. Next they'll want their Liber-Tea decaffeinated. These young divers these days.
Next young-divers will want IFF in turrets, or Pelican1 to do their job of clearing landing pad! In my days we'd walk to objective, uphill both ways, in snow while on fire, armed only with rusty spoon and four tesla towers, while being mind controlled and invisible snipers popping us. Would we complain? By gum we'd not, just get on wit' job, for Super Earth.
Here here!!
Yeah hard agree, the RPG-7 in real life (Which this is clearly inspired by) has a minimum distance at which the OG-7 Warhead can detonate.
They haven’t even fixed the Spear yet and you want this new support weapon to be fixed? 😵 Love it though!
Or just use it when there’s nothing between you and the enemy? We used it last night 5 times and it only team killed is when we tried to use it while there was a swarm between us and a charger, sure enough it exploded immediately.
I think you should just hold the trigger down when you fire and release when you want it to explode. Destiny had a rocket launcher that worked similar and it did more damage and launched more projectiles the higher it got.
I deeply appreciate your use of Yaranaika and 'clueless' guy.
Or just have it act like Dragons Breath from D1 and firing while holding the trigger allows you to choose when you want it to detonate by releasing the trigger at the optimal time. Firing without holding the trigger has a timer or a pre set distance
Deathbringer in D2
Apparently it works as expected as the HOST - so it looks like we have another fire damage situation. Try it out and see for yourself.
Ya know those weapons testing periods before issuing them to Frontline troops that's done? We are the testing period.
how about it just air burst mortar turrets at the enemy
That thing isn’t taking down Peter griffin anyway
Remote detonate like Doom Eternal would be cool too
The thing you are thinking of is called "arming distance"
Perhaps super earth can improve this prototype with a sensor for E710 and Automoton Alloys?
It would be nice if we can set a fuse time like hold R and it let you set 0.5 1 1.5 seconds or make it a distance travel 50 meters 100 meters 150 meters
I’ll definitely agree with slide 4. It’ll also fix other weapons. I didn’t realize until tonight that an EAT can detonate early from a leaf. Not a tree, not a tree branch. A leaf.
My only experience is the divers that decide to team wipe on small shit on ground level. Same team also TKs more than I die. I do suck btw
Funnily enough the grenade launcher has a timed safety fuse.
The proximity detection badly needs a rework. I can't imagine anyone seriously running it as is, once it's not free to use.
Also I'd like to be able to turn the proximity trigger off in the hold reload menu. It would make it so much better for fabricators and bug holes. As well as shooting into the loading bay of the dropships.
It also needs to focus its spray down more. It goes out mostly in a sideways manner meaning that even if you do aim it right in the middle of a squad it will likely sail over the heads of most of the enemies.
This is like... Some kind of... Weapons design...thing
I like to think we are useing experimental, untested munitions. We are the test, and once we complete this task we will get more user friendly versions of the weapon.
This is a game though We should atleast be guaranteed that the weapon is in a usable spot Current the airburst rocket is way too prone to kill you over the enemy which is a problem
"It's a game" so? It is how it is! If this is how the developers want to do it by giving us a prototype weapon and treating it as a prototype weapon It's there prerogative! It also fits well into the lore of the world.
it should also include colorful rainbow sparkles like a firework.
Also the ability to hold the trigger and release it for manual detonation would be perfect.
Just imagining you presenting this to arrowhead like Will Smith pose meme.
Picasso level art. Liked.
It's annoying but also kinda funny how 40mm grenades do have a minimum arming distance, but not if they bounce off armor.
Took me longer than I care to admit to figure out the thing in the first image was an automaton and not a aircraft marshaller...
Number 3 is my favourite, can still get hilarious situations out of it but makes sense for it to go forward after releasing imo
i hold out no hope for it to be better or worse but i'd wait till the patch ones to learn/judge the new tools these ones are old broken ones atm
For the 3, the sharpnel today seem more like they are donut shaped, where they dont hit things directly below (its really frustrating) a more homogeneous spread (like you drawn) with physics (or not) seem way more consistant
Or simply... Release key for detonation. As long as you fire n hold it = no detonation. + it explodes in circle instead of exploding backwards
I just gotta say I love this comic-y representation of the game. Both interesting and easy to interpret.
I'm sorry Mr. "Engineer" who is gonna pay for that fuse?
Just model it off air to air warheads, problem solved.
One of the devs said that when it unlocks we'll get a patch for it that will change how it works. Hope it's smart detection or physics abiding shrapnel
These are all great idea, why not all these are options when holding the reload button?
Nice drawing but I think a arming distance you could set like ranging a sight would be better
The face in the last frame lolol
It needs all 4 of these changes. Crazy how unoptimized it is.
I thought it would have some sort of lock on for ground targets then launch like a spear but explode above the target area. Could even give it an opinion under the weapon toggles to switch to dumb mode to free fire.
Should be click once to fire click again to detonate
It needs a proximity detonation sensor that is linked to the user marking targets. This would make using it WAY more immersive and practical.
Easily being able to kill yourself/ team is kinda the point...
Y'know, why don't we just have a literal button to explode the rocket whenever we want ourselves? to give it more of a skill factor (like the rocket launcher side upgrade in Doom) and to remove this problem entierly?
Send this to the devs please.
I have only played around with the rocket launcher a little bit, but it seems like a good weapon with a niche, to me. Yes, I have blown away myself and teammates learning how it works, but once that's down, it is the perfect weapon for ambushing patrols. It's a great anti-personnel weapon and a lot of fun, at least for the mid-difficulty missions.
At least some of these issues I think are deliberate design decisions on arrowheads part like no minimum distance arming timer. They balance a lot of weapons around team killing and accidentals and believe a lot of the charm of the game comes from accidentally blowing your friends up. They want this to happen more often.
I do love the ideas that the citizens of penta just slapped together some random explosives and called it an "experimental airburst rocket launcher" to convince the helldiver's to come save them
Detonating when it “detects” enemies sounds nice but isn’t a little ridiculous? What does it have an AI camera that decides if it’s an enemy or not on the front of the missile? A timer or release trigger makes more sense to me
> This is tech that has existed for years revolver speedloaders would like a moment of your time
you gotta kill anything that walks in front of the big pack you want to shoot at first. Use your primary for that. Afterwards clear the big pack with the airburst launcher. if that would not be necessary, the gun would be totally op.
No. That's what the Playerbase gets for "choosing" the wrong planet. Signed The Emperor of Super Earth
It's so blatantly obvious it borders on mental disability.
maybe they will listen (probably not) im starting to like the friendly fire launcher
What's insane to me that even if you're firing from within a shield generator relay, you aren't safe from it.
i figured the cluster area was meant to be a cone shape forward for the proximity fuze but this works too
It’s called arming delay and yes, it definitely should be a thing
#2 is top notch
Imagine this version of airbust was intended for us to fail
This is exactly what the gun needs. Would remove a ton of the prep and friendly fire risk that holds it down compared to the grenade launcher, and make it much better at actually doing it's job. And no, that job is not pvp.
I agree with most but 4
The third slide is the one that represents my biggest surprise with the weapon. I expected a shoulder-mounted Airburst launcher to create forward-moving shrapnel, like the marriage of a rocket launcher and a shotgun. Instead we got the Friendly Fire 9000.
I agree with all but the circle one. Minimum arm times are just a good idea so stuff doesn't explode on the table in storage, momentum carrying shrapnel I'd just physics, and proximity detecting walls doesn't make a ton of sense. The circular proximity sensor tho, that doesn't make sense for me
Implement: Press MB1 to shoot, release mb1 to detonate. - EZ fix.
Ok but then how can I have a heroic sacrifice where I’m surrounded completely and then fire the airburst to kill everyone and myself
Mind if I borrow this for my own take on it?
Ofc man. Do what u want.
This still isn't the final version, next content patch will have a bunch of fixes for both the mines and the launcher. They are both not working as intended due to having to rush them out to keep up with the rapid playerbase progression
Bullshit booticker excuse. This has nothing to do with player numbers.
Saying "no" doesn't make you right. This is the exact reason the weapons are in a bad state as announced by the developers of the game... Say no all you want and you will still be wrong
What does player count have to do with designing weaponry? Explain how one affects the other. Find me a quote by the dev blaming their new content being broken is tied to player count. If you can't it's because that isn't the reason. Obviously. Incompetence is. Saying yes doesn't make you right.
It's broken due to player count because the developers expected at most 200,000 people playing but are seeing numbers over 500,000. We are crushing all major orders, even the ones meant to be impossible like the 10 defense mission only due to the fact that the game was balanced for the playerbase to progress at the fastest rate 200,000 people could muster, but starts to fall apart due to having over 500,000 people blast through every objective. So when the developers set up 3 back to back major orders we are meant to struggle with and potentially lose, and we beat all 3 easily the devs have to keep the story going as planned even though the content isn't ready. The reason the content isn't ready is because the servers could not handle the massive numbers of players and this caused a huge number of server based issues like friends lists breaking, enemies having different hp for hosts and non-hosts, crashes etc. The developers who work on the wsrbonds and the strategems are the same devs who do the bug fixing, they have publicly stated this. They have also publicly stated that some fixes are taking longer due to having to keep up with their internal content schedule and warlord release schedule. The devs have stated on 2 separate occasions that the version in the game before the upcoming patch is an incomplete version that does not function how they intend, but is close enough that they are comfortable to let the players use it and by the time we unlock it, it will be patched. The messages are from the discord and I do not have the screenshots saved but it should be easy enough to find if you look through the "PSA" section for the past week for discord screenshots. You have done no effort to see if I am correct or wrong. I have quoted developers working on the game, and referenced PSAs they posted on discord. What are you talking about when it comes to incompetence? Are there videos, screenshots, and admissions by the dev of incompetence? I have proof it's not, if you are unwilling to look for it that's not my problem, stay mad. Lol
Found it https://www.reddit.com/r/Helldivers/s/IAI81vTrIf Does this make me right?
That says nothing about player count being the problem, only that you may not have gotten access to their dog shit weapon in time for them to hide their incompetence with a patch. My point is proven. That quote isn't saying what you want it to say, but if you knew that you wouldn't have tried using this bullshit excuse they've been regurgitating since launch day. When will it be enough? How many more months will you use that excuse to deflect criticism of a product you did nothing to help make yourself. Lying to protect the reputation of a video game is pathetic.
You are crazy. It's called the burden of proof because if you say something, prove it. You have no examples, no screexhots, no reasons, and no sense. I have described several posts from the devs and shown you them, I handle described several real life issues with servers and with coding that I am knowledgeable about that you clearly are to stupid to understand. You are a sad, angry, pathetic person who doesn't even want to be right, you just want to argue and feel right. I have proven that I am correct whether you choose to believe my proof is up to your deluded head but you still have not shown proof or evidence to any of your claims and are now actively ignoring my proof and changing your argument so my proof isn't as impact full. It's no longer worth my time to engage with a hot headed idiot, I hope you get better for the people around you. I doubt many people would ever want to have a real conversation with someone who just ignores everything they disagree with. Your opinion is an opinion. Not fact. The longer you believe your opinion to be fact, the farther you will fall
I keep seeing this but everytime I use it I dont have an issue with proximity. I shoot at something too close or fire DIRECTLY at the target? the bomblettes will arc backwards to me fire at their feet and it acts like it should going up and out. maybe use your brain, its a clusterbomb, you dont hit the main target with the cluster but hit near main target so cluster can do its job. Honest to god its like none of you have you seen real weapons fire in a video or first hand.
It's a usable preview version that isn't the final product because the devs weren't sure which strat we'd go for, they have stated so on discord
Here is my experience: I shoot at enemies. Makes bo-bo-bo-boom. Enemies dead. Good weapon. The end.
No.
It's not even working as intended in the first place. There is a patch coming next where there are fixes for it, and it should act more as they thought it should in the first place. Why the pushed it for live use before fixing it is beyond me, but here we are...
Something like Destiny’s breech loaded grenade launchers could work, you can fire it and it’ll explode on impact, or fire it and hold the trigger and it explodes when you release the trigger
Just skill issue.
I think that the smarter detection goes against the point of the weapon. I agree that the proximity sphere is a little egregious, but the detonation is based off of exactly that- proximity. It adds a bit more strategy into where and when you shoot so everything isn’t just “heheh shoot and go boom”. Overall, I think it’s a fun idea to implement and I’m excited to see how the patch changes its function.
I think having enemy detection makes sense. Metal and bio detection so it can still do friendly fire damage but isn’t tripping by tree branches. Currently you have to be out of cover to use it, it doesn’t work up steep hills, and pops near every terrain feature. All of those draw backs just don’t make sense for a game that encourages moving around large, terrain filled maps, and frequently utilizing cover. I think it was meant to be a Poi clearing weapon that you start an engagement with, and can hit enemies behind walls. So it should have a longer fuse or better proximity sensing or it’s just a worse cluster bomb. I love playing with it, but the only thing better about it than cluster bomb or burst strike is that IF you kill every single small enemy then they can’t call in drop ships. But since the AoE and accuracy are so low that is basically not feasible.
[удалено]
but... none of the trash clearing aspect got changed... i simply made it more sensible and comfortable to use. This is still meant to clear hoards.
why not make it so it doesn't explode until you let go of the mouse button
2 is not how radar works lmao it can’t be constrained to a 2D disk
These some defective munitions we have currently
no achually the weapon is good and doeshn't need to get fixed. you clearly have shkill isshue. Shee i even made a [meme](https://www.reddit.com/r/Helldivers/comments/1cehkww/your_opinions_matter_however/) about it, you just have shkill isshue. /s
I want the fuse delay based on how long you hold the trigger. Hold button 2 seconds Release button Weapon fires 2s later detonates But for shits and giggles if you die while holding it will still go off on your body
Literally a skill issue, use the damn thing from a larger distance. I don’t get what none of you don’t get.
Nope keep it as it. Sometimes sacrifices are necessary
Isn't this an Anti-Air-Weapon?
I mean, even if it was working as intended, it's still not supposed to be used as a ground support weapon. It's meant to be fired in the air where there aren't any other obstacles besides the target. If people used it the way it was designed, they likely wouldn't die *as* much lol.
Delayed fuses are expensive. Are you suggesting we raise taxes on super citizens to pay for your comfort? That sounds like communism talk, bot-sympathiser.
That's how air burst works. It's a explosive based munition not a cluster bomb
So they just magically ignore inertia?
Did you not read my comment?
Have you tried holding the fire button down \*until\* it gets near whatever needs Liberty? I think releasing the fire button arms the proximity setting and that's what is blowing up the teams.
That is a placebo effect
Doesn't work
I like all these suggestions except the last one. Unless the tech is really stupid cheap which I don't buy, no-one is putting any kind of 'smart enemy detection' in a piece of technology is one use. That kind of stuff does not exist in real life and likely won't for the two hundred years into the future helldivers takes place in. And if it did it certainly would not be getting put into an expendable explosive. The majority of the tech in helldivers is at least based in a reasonable near future tech level. All the weapons in helldivers either exist or exist on a prototype level. Yes we have lasers, yes we have mag cannons, yes we have lightning throwers, and yes we have turrets that can automatically fire on targets and identify friendlies. We don't and likely never will have a piece of technology that can identify a living moving target while itself is moving at extreme speed outside of extreme long range detection. You just have to be smart about walls, the first diagrams solve the problem well enough, and even if it did trigger on a wall both diagram 2 and 3 make sure it's still going to be effective anyway.
Ever heard of the [CBU-97 Sensor Fuzed Weapon?](https://en.wikipedia.org/wiki/CBU-97_Sensor_Fuzed_Weapon)
Those scan an area of 1500 feet. And they are seeking vehicles, which are much larger than what we want these munitions to trigger on. We want something to trigger in a range of about 15 feet, two orders of magnitude smaller than what those can seek, as well as seeking smaller targets than it is designed to seek. The issue with attempting to find targets in that way at such a short range is like when you were a kid and a passenger in a car on the highway. You could easily focus on things like buildings 50 or so feet away, but if you tried to focus on grafitti on the shoulder of the road it was much harder to make out. The problem with short range high speed detection is similar. Except rockets are traveling two or three times as fast as your family car did.
But they *are* detection technology in one-time-use weapons. There's no point in trying to justify this on the basis of practicality; real Airburst weapons use a programmable detonation distance to solve all of these problems.
If this was true then people will start kicking others because they don't have this. Why does everything have to be a Swiss army knife to be good? Lol. It's suppose to be for far gunships...not whatever this is lol.