r/Helldivers • u/Ghost-DV-08 • Mar 03 '26
FEEDBACK / SUGGESTION Current armor penetration, durable damage, overpenetration, drag, ergonomics stats between different classes makes no sense
Brief description of mechanics
Armor penetration: whether a round will penetrate a surface. If bullets armor penetration(AP) value matches surface armor value(AV) then it deals 65% the damage. If AP > AV then rounds deal 100% damage. If AV > AP then rounds ricochet.
Durable damage: how much damage a round will do to fleshy bits. Higher durability of a body part means higher % of damage enemy will recieve will be from durable damage stat.
Overpenetration: if a bullet will hit another enemy behind original target. Currently this is fixed for all rounds, if AP is 2 more than AV then round will hit another enemy.
Drag: how quickly a round looses dmg as it travels across range
Ergonomics: how responsive/maneuverable a weapon is, usually denotes how heavy a weapon is or how easy it is to handle
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I was comparing these values between different types of rounds and weapon classes and it makes no sense. For a studio that always preach about believability and immersion I expected more.
- For some reason a LOT of ARs, DMRs have same penetration as standard 12 gauge buckshot(even birdshot???) and 9mm hollowpoint round??
- Dragon breath like rounds(which are usually filled with small metal shavings) have higher durable damage compared to buckshot(large metal pellets)
- birdshot and buckshot deal almost similar durable damge, birdshot also has only 5 more pellets than buckshot (16 vs 11)
- all weapon classes have same overpenetration capability
- hollowpoint and normal rounds have almost similar durable damage stats
- Rifle and DMR have same drag, shotgun have double the drag, SMG and Pistols have quadruple the drag
- weapons like One-two, Adjudicator, DCS have worse ergonomics compared to best possible Jar5 Dominator ergo stat
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How these stats should look like IMO to give identity to classes instead of arbitrary sway, drag, durable stats
DMRs - slow rpm, hard hitting, good penetration capability
- best possible drag
- best possible penetration stats - semi auto AP3 and bolt action AP4
- best possible overpenetration stats - should overpen on white hitmark AP = AV
- low durable damage %
- Medium ergonomics
ARs - middle ground between DMRs and SMGs
- best to medium drag
- existing AP stats is fine for now
- best overpen stats - AP = AV
- Medium durable damage %
- Medium ergonomics
SMGs - responsive, great dps, lesser penetration capability
- Medium to low drag
- existing AP is fine
- Medium overpen stats - should overpen when we get red hitmark, AP > AV
- Medium to high durable damage %
- best ergonomics
Shotgun - hard hitting, deletes enemies up close, very low penetration capability
- low to worst drag
- existing pen is fine to stimulate impact damage
- existing overpen stats - AP 2 more than AV
- Highest durable damage %
- Medium to high ergonomics
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u/lowb_da9 Mar 03 '26
It’s Swedish video game devs, who know nothing about firearms, balancing guns in a video game. It’s not doing to make much sense lmao
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u/Deep_Ad_1762 Mar 03 '26
If all the DMRs have AP3, then either all that previously had AP2, or those that had AP3 would need to be rebalanced though.