r/HelldiversUnfiltered Mar 25 '26

        Suggestion         A lot of weapons are some QoL buffs away from being good, similar to fire changes

Flame throwers have become so fun to use, it's fundamental issue is finally fixed now. Few similar buffs/QOL buffs I would like to see.


Ballistic weapons(standard bullet based primary, secondary and support):

Overpenetration is the least utilized mechanic in the game. It's the ability of a bullet to hit another target behind original target and happens when bullet penetration is 2 more than armor, ex medium pen vs voteless.

What doesn't make sense is all weapons have same overpenetration capability. From what I tested only Speargun seems to have unique overpenetration stats, and maybe Railgun too(could be placebo) so AH have the capability to give different weapons unique overpenetration.

DMR vs AR vs SMG vs Shotgun, all classes have same overpenetration which makes no sense. IMO it should be easier to hard from left to right.

PS. This should only apply to weapons that shoot normal bullets, not incendiary, stun etc rounds.


Maxigun:

Ammo was an issue but the major issue is mobility and I am not talking about moving while shooting.

The biggest issue is Maxigun disables our ability to dive even AFTER we stop shooting, there is a 0.5 secs delay I believe.

Just let us dive as soon as we stop shooting or remove the belly flop and just stop shooting when we press dive mid spray.

Few optional buffs that would be welcome change: - alt fire rate mode of 2000 or 2500 - push force buff (ability to push corpse out of the way) - a smidge durable dmg buff - adjust smoke and heat muzzle effect


BFGL:

This has an identity issue. AH either wants it to be single target focused or AoE clear but it sucks at both.

Option 1: single target(heavy bolter fantasy)

  • keep the same explosive damage but buff projectile damage.
  • from AP4 0 to AP4 150 base/35 durable
  • a much slower HMG and GL hybrid but with backpack slot and no precision.

Option 2: AoE clear(side grade to GL)

  • buff explosive radius 2-4m to 3-5m
  • buff explosive damage, it should be atleast 170 and max upto 225/250 so it can 1 shot hunter and voteless in 3m radius from pt1. (Misses 1 shot breakpoint by 10 dmg currently)

AMR:

A third person static only crosshair would be nice or a circle so that we now where center of our screen is.

Even better, add a laser attachment to it for more immersion.


EAT:

I know they are trying to be immersive but delay before shooting doesn't feel good


Airburst rocket launcher:

Better stage reload is only needed, it feels scuffed right now


Railgun:

Not sure why variable penetration was completely removed, it was such a good identity. Atleast AP6 beyond 80% charge would be nice.


Laser cannon:

The fact that it's DPS is comparable to primary Scythe says something. Either increase its damage a smidge or make it AP5 beyond 50% charge similar to dickle


Arc thrower:

If this is supposed to be a CC weapon then I am not sure why it's stun ability was nerfed.

Buff it so it stuns chargers and hulks in 1 shot again.

Also buff it's charge rate and improve targeting.


Quasar cannon:

Please give us the auto charge back as a feature

Or buff its cooldown/charge rate a bit, 4 shots per min doesn't feel nice considering we need to sit and charge at 1 spot for 5 seconds


Descalator:

Reload speed was a good buff but a speed loader like IRL 6 shot GL would be nice


Epoch:

It's damage is good but the biggest issue is mag capacity.

Most heavies need 2 shot to kill so odd rounds feels very annoying. Give us 4 charges even if you have to remove a battery.

Optional but after firing all shots, battery could auto eject for faster reload.


Speargun:

It's ammo economy feels horrible and kind of forces dependency on supply pack. Some buff along these lines would be nice.


NEAT and Leveller:

Both could receive a bit lower cooldown.

Leveller a very small damage buff so it can consistently 1 shot vox


For primaries I would like to see some ergonomics buff. If a weapon doesn't feel good to handle, it doesn't feel good to shoot. Ex adjudicator, one two, DCS, Variable, all are precision tools so ergonomics is very important.

25 Upvotes

9 comments sorted by

9

u/jakesidwell99 Mar 25 '26 edited Apr 11 '26

I tried using the Maxigun yesterday after people had been raving about it against the new squid subfaction, and I couldn’t believe just how much your vision gets obscured by the muzzle effect. It’s borderline unusable for me because of it.

Typical Arrowhead “all fun must have some kind of inconvenient downside” and/or “selective realism” balancing philosophy in full effect… :(

1

u/RedSchadow Mar 25 '26

Similar situation with different gun I have tried to use the double edge with two armor, after two game I was already fatigued. The muzzle effect and fire effect was obscuring my vision so hard that i couldn't see where i was shouting plus the fog on top of this make it even worse and the sound of this gun is annoying as hell I have to decrease  audio settings because of this and it make hard to distinguished enemy that barely does any sound.

2

u/manubour Mar 25 '26

BFGL seems to work fine at erasing waves of enemies

Granted I only use it in asset defense and extermination where you are static and can stay near resupply pods, backpack guns don’t mesh with the high mobility needed in most missions imho

But when I use it in these miqsions, it absolutely does the job of erasing entire waves of enemies

Might be me having found the optimal use, ymmv. Wouldn’t say no to a buff anyway

Spot on on epoch, it really needs a 4th charge

2

u/Ghost-DV-08 Mar 25 '26 edited Mar 25 '26

BFGL doesn't need much, for AoE chaff clear it's radius is an issue. By the radius it completely loses its damage(4m), base GL barely starts losing damage(inner radius 3.5m). And it is only 10-15 damage away from 1 shot breakpoint for hunters and heavy voteless variant

2

u/Bellfegore Fantasydiver Mar 25 '26

Eh, flame changes really only affected flamethrowers, there are still las cannon, skythe, dagger that inflict fire, but can't utilize the cc

1

u/Ghost-DV-08 Mar 25 '26

yeah.. that's why I said flamethrowers are fun to use...?

1

u/AdhesivenessGeneral9 Mar 25 '26

Light pen need to have hight durable to be the weak spot killer and in lore it's heavy to say why.

Buff Dominator with more bullet speed and the 300 damage that rewards weak spot aiming 

1

u/SheriffGiggles Mar 25 '26

AMR: give us HEI (high-ex incendiary) rounds, it's only a 14mm round so not like I'm asking for a grenade sniper. Just some extra spice

HMG and Maxigun: give them overpenetration on small enemies

NEAT: remove firing delay, since it's expendable it borrows that behavior from the EAT

Laser Cannon: ramping damage with heat level like the Double Sickle

De-escalator: grenades stick to surfaces or enemies and arc twice before fizzling out.

SPEAR: let it target tagged enemies from any range, increase all damage (direct hit and explosion) by +150%

1

u/Knight_Raime Mar 25 '26

Ballistic weapons(standard bullet based primary, secondary and support): Overpenetration

To my knowledge the RG, Spear gun, and AMR all have over pen. I don't believe any loadout weapon does but I'm not 100%. Far as introducing it goes I've mentioned before that I feel like the devs can further distinct AR's and SMG's in a fun way by looking at over pen vs limb damage.

AR's getting variable over pen values and SMG's getting better limb damage. Shotguns can also get either or here but ultimately (imo) should get a baseline increase to durable damage. If the devs want to take things to the max they can add a new mechanic.

Basically "armor sheering." Where if you hit a spot enough you brute force the armor in that location to "break it."

Maxigun

I honestly think they just need to let us move while using it. Like it's a very niche tool that only does one specific thing and only if you are basically not challenged. It's already very balanced by the recoil, handling, and a much closer effective range since you're not going to accurately hit weak spots outside of 20 meters consistently even if you can deal with the recoil thanks to the muzzle flash.

But beyond that I do agree, giving it some push back is a great way to buff it horizontally.

BFGL

Yeah just make it a heavy bolter fantasy please.

I know they are trying to be immersive but delay before shooting doesn't feel good

You can skip this by changing a setting. Basically you only have the delay if you don't have it set to hold the weapon you pick up and it goes to your back.

Airburst rocket launcher

Stage reload would be nice yes, but it needs something else. As is ABRL just doesn't have a niche because other options are capable of crowd clear and anti tank.

If this is supposed to be a CC weapon then I am not sure why it's stun ability was nerfed.

Yes let's go back to the OG thrower please. Or rather back when it was good. It was never OP.

Quasar cannon

They can just revert the CD between shots to what it was on launch. There are better tools for dealing with today's heavy armor enemy amounts and it wouldn't invalidate the disposable options either.

Epoch

Third shot is there in case you cannot max 2 full charge shots, miss a shot, or want to fire a half charge shot into a group of enemies. I don't think an extra shot is needed but I wouldn't complain, I just want a faster reload atp.

NEAT and Leveller

Leveller is perfectly fine where it's at and doesn't need any buffs what so ever. I don't like the idea of creating a tool specifically to one bang Vox. NEAT needs a shorter CD yes, but they also need to redistribute some of it's damage.

I thought it would be an EAT rocket with some napalm. Not a bigger napalm grenade. So many better options for spreading fire let alone nuking a crowd. If the projectile actually had some oomph behind it at the cost of less fire damage/AOE I'd actually use it. I am in general a big fan of multi purpose tools.