![Reginald](/img/default-banner.jpg)
- 131
- 1 642 242
Reginald
Registrace 10. 01. 2023
Game tutorials and short stories
Making the break action great again | Helldivers 2
Just throwing out my best effort at a redesign for the glorious Break Action Shotgun in Helldivers 2 and attempting to provide a way to turn it into a real support weapon. I'd love to bring this thing around with me on purpose in games, just for fun. Just to have 4 people bring it and do shenanigans in a game. Plus Helldivers 2 could use a little complexity. I think idea 2 is better than idea 1 but I don't know the logistics of either from a development cost perspective.
Timestamps
00:00 Fun Bit
00:32 Intro
02:32 Proposal no.1
04:30 Proposal no.2
04:56 Final concept
05:24 Outro
Timestamps
00:00 Fun Bit
00:32 Intro
02:32 Proposal no.1
04:30 Proposal no.2
04:56 Final concept
05:24 Outro
zhlédnutí: 14 155
Video
A balance discussion where I disagree with JTClive | Darktide
zhlédnutí 10KPřed 21 hodinou
In this video I attempt to tackle a recent video by the renowned JTClive on the balance of Darktide. This was supposed to just be a quick thing but I ended up recording more than I expected (and I cut down a lot too). It is meant to open up the discussion on the subject of balance direction in darktide so feel free to enter your comments below. I've not made a video like this before so I'm fran...
The Double Barrel Shotgun: A Tutorial | Darktide
zhlédnutí 35KPřed dnem
In this video I tutorialize Warhammer 40k: Darktide’s newest DOOM BLASTER - the SUPER SHOTGUN, I mean...wait..the Ironhelm “Hacker” Mk IV Assault Shotgun. This weapon is available for Zealot, Veteran and Psyker and is super fun. This particular video was an unusual effort and required some atypical review to accomplish a satisfactory level of information. I think this weapon serves a unique pur...
The Bolt Pistol: A Tutorial | Darktide
zhlédnutí 31KPřed 14 dny
In this video I tutorialize Warhammer 40k: Darktide’s newest sidearm - the Godwyn-Branx Pattern Bolt Pistol. This weapon is available for Zealot, Veteran and Psyker and is pretty cool. In the Hive City of Tirtium we finally have this super cool weapon from Imperial Guard (Astra Militarum [lol]) and Space Marine fame. I worked pretty hard to get this out quickly but maintain my usual thoroughnes...
The Mechs: A tutorial | Helldivers 2
zhlédnutí 11KPřed 14 dny
A tutorial on the Patriot Exosuit and Emancipator Exosuit in Helldivers 2 (colloquially “mechs”). I have deliberately chosen to skip the usual list of basic stats as they are subject to change and self evident. I am happy to bring this video to you at long last, it has been in various states of working and waiting since the Patriot Exosuit dropped. Now that this video is finally out I can resum...
Where is Reginald | A short story and teaser
zhlédnutí 1,2KPřed měsícem
I just wanted to make something fun since its been a little bit. I haven't made a music video in a minute so I did one mixed with my short story format and tried to pay a little homage to those old adult swim promos. All of the footage is from Darktide which is not expected to have its next serious update until June 25th. Secrets of the Machine God is coming and I will do a tutorial on the bolt...
Extraction: An Advanced Tutorial | Helldivers 2
zhlédnutí 11KPřed 2 měsíci
Is this tutorial good? Very Is this tutorial fun? Probably This is part 2 of my ongoing series of advanced tutorials on fighting Automatons in Helldivers 2. I am pulling in resources from all over the place wherever I find them useful, and on occasion just because they amuse me. This work takes a lot of time and the odd Dune reference doesn’t hurt my enthusiasm. I do really hope you find it enj...
Darktide didn't work so 4 youtubers played Helldivers 2
zhlédnutí 3,9KPřed 2 měsíci
90% of this video is gameplay, but its a special occasion where I was able to get 3 of my favorite youtubers in a single lobby with me to do a come back tour for Darktide. We ended up playing Helldivers 2 instead and I thought that game was very entertaining, at least worth posting given the special occasion. 00:00 Intro 00:24 Path of Redemption 02:40 Verdict 03:05 Helldivers content 03:56 Hell...
A tutorial on the Eruptor | Helldivers 2
zhlédnutí 42KPřed 3 měsíci
Is this thumbnail a joke about thumbnails? Yes. Is this helldivers 2 weapon tutorial good? Yes Is this tutorial surprisingly detailed? Yes. TIPS I missed: 1. Diving while shooting near your position works for reducing self-damage. 2. Sight height over bore axis can cause trouble with some cover. 3. Shoot the bottom of transports for big value Big thank you to: @TheWileSpice for his help studyin...
An advanced tutorial on Automatons | Helldivers 2
zhlédnutí 220KPřed 3 měsíci
Will this tutorial help you defeat Automatons? Absolutely yes. Is this tutorial good? Possibly the best I've ever made. Is this tutorial fun? yes. Part 2: m.czcams.com/video/FElBrN9eQDE/video.html I hope you join me for this latest experiment in deep diving a subject, especially one as interesting as this. I'm tying in historical concepts and modern ones. I leveraged Sun Tzu and an American 200...
A tutorial on the Snowball | Helldivers 2
zhlédnutí 6KPřed 3 měsíci
Is this tutorial good? Incredibly. Is this tutorial useful? You better believe it. Herein I cover all the details the available maps at time of recording allowed me to capture. Anything I didn't cover is because I didn't cover it. Yes I am aware there is a bug that crashes the game when the snowball hits friendlies. This will inevitably be fixed but until such time it makes the weapon even more...
A micro tutorial on domeshield and artillery | Helldivers 2 | Helldrop the Basscannon
zhlédnutí 13KPřed 3 měsíci
This is just a quick video while I grind hard on bigger projects. I figured this was seriously just so much fun I wanted other people to try it. Fun is the absolute objective in a game like this so I hope you get a kick out of it. We even cleared a level 8 bugs eradication with this dumb idea and a level 7 bots and bugs. Probably could do 9, didn't try. I apologize to the commenter who suggeste...
A tutorial on the Lasers | Helldivers 2
zhlédnutí 145KPřed 3 měsíci
A tutorial on the Lasers | Helldivers 2
A tutorial on the Break-Action | Helldivers 2
zhlédnutí 337KPřed 4 měsíci
A tutorial on the Break-Action | Helldivers 2
A tutorial on the Shield | HELL DIVERS 2
zhlédnutí 174KPřed 4 měsíci
A tutorial on the Shield | HELL DIVERS 2
Helldivers 2 | A micro review and discussion
zhlédnutí 2,4KPřed 4 měsíci
Helldivers 2 | A micro review and discussion
When its 3AM and you're playing a dead game | Narvent - Fainted | Darktide
zhlédnutí 6KPřed 4 měsíci
When its 3AM and you're playing a dead game | Narvent - Fainted | Darktide
This KING Himself | Darktide data discussion and build
zhlédnutí 2,7KPřed 5 měsíci
This KING Himself | Darktide data discussion and build
this build is ADEQUATE | A build guide | Darktide
zhlédnutí 2KPřed 5 měsíci
this build is ADEQUATE | A build guide | Darktide
The GREAT MK12 Chain Axe | A Tutorial
zhlédnutí 12KPřed 6 měsíci
The GREAT MK12 Chain Axe | A Tutorial
Renai Castigation | Memery in True Duo Monstrous New Year Special
zhlédnutí 1,4KPřed 6 měsíci
Renai Castigation | Memery in True Duo Monstrous New Year Special
New Mission | Bad Thumbnail | A quick playthrough
zhlédnutí 1,8KPřed 7 měsíci
New Mission | Bad Thumbnail | A quick playthrough
Patch 15.2.21 Notes | A quick reaction
zhlédnutí 3,3KPřed 7 měsíci
Patch 15.2.21 Notes | A quick reaction
Soloing the Beast of Nurgle | Chain Axe Master Class | Darktide
zhlédnutí 3,1KPřed 7 měsíci
Soloing the Beast of Nurgle | Chain Axe Master Class | Darktide
I agree with you on basically everything up until the bolter. Prior to that you were talking about how we should not just look to lore, but once the bolter comes up you focus entirely on lore. Also, bolters are usually said to have very good armor penetration, they're used against space marines after all. It does change between who's actually writing a story, but generally bolters have better armor pen than any other weapon which we actually see in the game. I also think that tabletop rules should really only be for a basic guide and not as an actual measure of accuracy; in table top autoguns and lasrifles have the exact same profile, while pistols are exactly the same but with shorter range and no rapid fire. Table top and darktide both take liberties to balance their respective games, it doesn't make sense to compare the two. Besides that, i did really agree with your video a lot more than jtc's and thought your balance ideas and experience with these weapons was better, but it's just weird that you seem to switch from concern about game balance to lore accuracy with the bolter, and i also think the lore isn't even as restrictive as you paint it.
Actually I spend some time discussing lore here because people just keep getting it wrong ad nauseum and suggesting bad things because of it. We absolutely should not be informed just by lore. Game feel and balance do matter. But the bolt gun, as I argue, is already just fine against carapace and even decent against ogryn in carapace But we have to remember that ogryn, lore wise, are in a different league of tough. The charonites were neigh unkillable in the face of dedicated space marine firepower in lore. In lore bolters are not used against space Marines, its such a point of contention in the horus heresy novels that both factions develop dedicated armor piercing rounds in specific loyalists develop Kraken rounds, as I mentioned. Fighting a space marine with a standard bolter is like fighting an armored knight with a sword. You gotta find the gaps. Space Marines were designed and armed according to who their enemies were primarily. Most imperial adversaries use little armor as tough as ceramite nor carapace on their troops. It really wasn't until the heresy that ceramite quality armor became a real and consistent threat. We actually broadly agree here that tabletop rules and lore should only be guide posts for this game but I want to at least be accurate on those details before we jump away from them. That was my core intended point. I hope I did a better job explaining my position at least. Let me know if you disagree.
I dont know this thing sounds like a girl and a boy wtf 😭
One key to success is to understand exactly how an ambush works. The best ambushes are set as to confine the enemy to a kill box of your own creation. This can be achieved in spirit by using static mortars or the static strike, or also by implementation of a minefield. sufficient protection for the cover element is also a must. If the enemy can turn 90-degrees and chare straight at you unobstructed, you're not going to have a good time. If you can block the path of the enemy, open up from a protected position, then have your assault element turn the rear flank, you can pin the enemy on three sides...and if you chose your ground appropriately, the fourth side can be blocked by an impassible terrain point. Also, many fire and maneuver infantry tactics simply won't work in helldivers, because the AI doesn't respond to covering and suppressive fire...So bear that in mind.
100 Dudes!!!
IMO I like the jank ADS on the bolt weapons. You can get used to it, and it fits the hard to use nature of the weapons. I also like it giving some more function to Deadshot, which the bolt weapons pair well with.
I think high and unpleasant recoil is fine but unpredictable jank looks like warp disease
A couple of days ago I wrote on a note "chain axe, thunder hammer, bolter, flamer" because those were the weapons I wanted to look to be using. Coicidence?
Fun Combo: The Always Prepared keystone modifier will always refill one bullet for the Hacker shotgun, even if you only get one kill. When combined with the crit bonus from Weapons Specialist you can repeatedly whip out a crit Hacker shot in combat, which is especially effective with Manstopper.
Mechs are not used because they're honestly bad, saying that as a mech lover. Compare Helldivers 2 mechs to mechs in Helldivers (first one), in Helldivers you call a mech and it makes your game easier for as long as you have ammo in it (if you call right type of mech), and as long as its not destroyed, but they're pretty durable, so that's not a problem. In Helldivers 2 mech is not worth the slot, its not much better than just taking a stratagem that you'll be able to use multiple times or another support weapon like commando or eat. Mechs are weak in defence (they still cant tank cannon shots as they were able to in HD) and in offence, cannons have very low ammo count and deal very little damage, same for rockets. Only thing I want a mech for is to go through lakes. There is no fantasy, no power :'( Oh and also, mechs in Helldivers were able to call stratagems, mechs in Helldivers 2 seems to have a spot for a tube from which stratagems are supposed to be launched, but the tube isn't there.
They ARE tanky, so if you're ambushed or something its worth getting in a mech and shooting everything (on bots). But gambling stratagem slot for mech that might be never used is not for me.
Link to spreadsheet?
Check the description czcams.com/video/Ux9OkcSwQak/video.htmlsi=OliKPkW6VyEVliCn
Crucis was always bad outside monster deletion memes, but it's been really left in the dirt by the overall power creep of the game, both for the rejects and the enemies. Enemies got more health, so Crucis stopped being able to deliver elite 1-taps, and, perhaps even more significantly, enemy density got cranked out the wazoo. People used to talk about using camera and animation manipulation to "snipe" elites in the middle of a horde with the Crucis special, back in the days when hordes weren't composed of 15 superimposed ragers, but I really don't think that you could reliably pull off such a feat now. And even if you could, it still wouldn't kill the target! Weapons like this frustrate me - realizing that the Crucis can't 1 tap elites anymore and fixing it should take like 15 minutes of work, and instead the weapon has been left to languish for two years. On the other hand, I think it's the only truly "bad" melee weapon in the game, so that's something at least - most weapons are only bad relative to a group of overperformers (combat axe, knife, power sword, revolver, plasma, ciag5, basically any psyker weapon), but still feel good in it of themselves.
Typical game designers. All they know is the current eras guns because those are in every movie and game out there. Sci-fi guns require imagination and a bit of research. Bolters fire a " hail of mass reactive, explosive bolts". How is this difficult? That sure didn't look like a " hail " to me.
This is a bolt pistol, its not going to shoot a hail. The bolter is full auto.
I think there should be explosive ammo and fire ammo too
Personally. As a flamer user and lover, I would like it changed in two fold. One, be able to be used on the veteran. Two, personally I dislike the the aim down sights for a stream of flame, I would like it if the special was a switch modes rather than a bash so that I don’t need to aim down sights the rip through a horde with the cleansing fire of the emperor
Misheard that bit at the start as "frontiersman Joe was a happy fodder".
This is the best gun. Source: I made it the fuck up.
Chad
11:00 IMO the thing the force swords should do is have unusual psi-buffed attacks, such as one that drains your victim’s HP to heal yourself, or one that chucks out an energy wave that pierces enemies in a line.
Thats a sick idea
@@Reginald-sc9tk Thank you. I just wanna see psykers do more weird shit. Also, forgot to mention this earlier, but I 110% agree with you on the ogryn heavy bolter. Give the ogryn a heavy bolter already, Fatshark!
worst wall for pellets testing )
Tell me a better one. I couldn't think of a single bright smoothe wall in darktide
Incendiary spread rounds, low damage and wide spread fire damage rounds would be a nice addition, or gas rounds, mini mine/detonation rounds.b
I haven't used mk 4 Chainaxe in a very long while - might have to give it another chance heh. btw, could you share the link to the weapon damage spreadsheet you've featuring in the video please?
Check my video catalogue. I have a video from like 2-3 months ago with a title like data for the data God and there's a CSV available there.
@@Reginald-sc9tk Nice one, thanks!
1:49 the scene has solidified two ideas in my mind: 1. We should be able to be left behind ala Titanfall. 2, we should do away with the ending screen, and have this be the ending screen showing the remaining survivors who got out, with the end stats scrolling up both on the screen in the back, and in front of the survivors.
The break-action is surprisingly handy. Its damage, spread, knockback, and reload speed are surprisingly all in the goldilocks zone.
I think one of my biggest gripes with the thunder hammers right now is that the special attack has zero cleave. Nothing feels worse than having a rager or mauler charging you, powering your hammer, winding up a full-strength heavy, and then some poxwalker sticks its elbow in the way, eats your strike, and the rager/mauler kills you while you're stunned. Giving it the ability to cleave through a trash mob or two before catching on an elite like the eviscerators do now would make it feel a lot better IMO.
Check out the ironhelm
@@Reginald-sc9tk heh, goes to show how little I've actually messed around with the weapon variants.
@@yautl1 Its not like its easy to do so.
@@Reginald-sc9tk In my defense when I tried a stock one out in the psykanium its moveset didn't feel meaningfully different from the Crucis; and I already had both a pretty nice Crucis, and a lot of other weapons I wanted to build too.
Perfect strike and shred makes chainswords horde cleaner, I guess that was what he meant
I'd make it an achievement unlock. You then buy it like a regular support weapon. It would have no call down, it'd be the ONLY support weapon you drop with already equipped and loaded.
That was my suggestion too from the original tutorial on it
@@Reginald-sc9tk Democratic minds think alike!
I remember when I was new and randomly used this gun because i didn't have any strategems unlocked and got kicked lmao
So basically Bugs - Act like you're a terminator Bots - act like you're a hulk Squids - run away from energy walls
i love the hammers i would love for some small buffs
I don't see why the boltgun shouldn't be good at destroying bosses. Bosses should be the one thing it is GOOD at. Lore-wise it's not great vs carapace, and for most smaller enemies it's very clunky and inefficient to use ammo on them. It practically screams "boss killer weapon", with its massive recoil, high damage, etc.
Yeah the idea of being penalized for not being precise with a bolt weapon seems to completely counteract the entire purpose of the weapon. That is when I shoot something with a bolter that is not a massive or heavily armored target, it should explode.
EXACTLY
If the "Flechette" is meant to be capable of dealing with Hulk's in a meaningful time frame, then what's the point of the Slug or other ammo types? You effectively created a scopeless double barrel AMR. Also, for a Stun Round to have a meaningful impact, it'd have to last longer than 1/10th the time of a Stun Grenade, in which case you've recreated the Stun Grenade spam bug. Not to mention it might be a bit fiddly to design a gun to remember two separate ammo types at once as well as what order they were loaded.
Slug should have superior damage to light and medium armor while flechette is superior for heavy armor. Yes its a scoreless AMR. A support weapon that can't mailslot a hulk or leg a charger isn't a support weapon worth taking. I see your point on stuns but its not going to be an AOE. Its a single target stun. I'm not too concerned about that. Code issues are code issues, its just a system. It can be done. How hard depends on existing architecture.
regarding the special ammo type reloading mechanic... that's a little over complicated. you can get every function you wanted if you just reloaded both barrels at the same time with the ammo type you've selected
I mean I can kind of understand where they're coming from on the Flamer Armor Penetration front, after all if you breath in fire no matter how well armored you are, you're going to die choking. But the big two Carapaced enemies the Crusher and Mauler also have full helmets which could easily have Rebreathers built in. Personally I would want the Flamer to be able to suppress melee enemies except for Infested, Fanatics, Carapace, and Monstrous, after all if you aren't undead, insane, or mostly immune avoiding walls of literal fire is an instinctive response.
Revolver is better then bolter? Where? How? Why? Are you high, brazas?! Bolter has 15 staggering AOE rounds. You can kill 3-4 crushers on demand with one mag! And that revolver of yours reloads 1 by 1 and takes eternity to reload. Also bolter can half health beast on zealot. Zealot. And one mag on veteran, of build/done correctly.
I'm sorry but the revolver can also kill 3-4 crushers in one mag on vet. But who cares about crushers? Just melee them. 1-by-1 reload with instant cancel is an advantage in favor of the revolver. The revolver can penetrate like 6 groaners and still kill the trapper. Ranged stagger is neat but not more important than one tapping every special in the game on an instant draw perfect aim weapon.
@@Reginald-sc9tk fair enough good sir. TBH I din`t know some of what you mentioned. Gonna go watch some detailed info on revolver. Yes, i`m bolter "main", if you can say so.
@@user-vm7xo3ze4x Run surgical and Hand Cannon on the Zarona. It is absolutely insanely good. The only reason its not GOAT on Vet is because Columnus IAG exists and has some advantageous use cases. But at least for zealot the revolver is king.
@@Reginald-sc9tk Thanks for advice. Colomnus is imposible to feed, at least with randos anyway.
I actually LOVE this idea for a support weapon shotgun.
the versatility of ammo types justifies its place as a support weapon and not just a "big" primary weapon.
Tanner Lindberg sent me here.
Thats very nice of Tanner. Hope you found yourself entertained.
@@Reginald-sc9tk I agree with him that you have video editing/presentation skills that is at least above average.
I hope they will add Hammergewehr from Wolfenstein as support weapon. Breaker isn't enough anymore
Oh yeah the only 2 DT creators I watch will have beef. Ok to be real I respect you two so much. I dont tink any real beef will ever emerge, but a back and forth discussion would be fun : )
This is a Super idea sadly 😥 I don't think the devs have the time or budget to do this. And they like to nerfs more than buffs so they probably won't do this
Honestly this would make this the funniest weapon in game and it would be perfect. Im all for it tho :3
An incendiary option would also be fun! Could be made to mimic dragons breath bullets from real life, where it doesn't do as much straight damage as the incendiary breaker, but it does much more fire damage over time
Fully agree. I saw JTC's vid and was confused about the chainaxe. Dude use a push attack! The thunder hammer looks even more anaemic with the pickaxes added. My mining ogryn can annihilate armoured elites but thammer can't.
Poor thammer ;(
I like the idea of where this is going. But think it could be promoted in three different ways. 1. Make it so you select ammo for both barrels, barrel 1 and barrel 2, and double barrel or single barrel firing options. Radial menu up, down and right. My issue with this is, ammo quantity and value. When one type of ammo is more dominant than another and if loading "status" effect rounds deplete more ammo per shot than another etc. 2. Make it into a supplimentary support weapon on drop via unlock by extracting with it once. Extracting with the shotgun, gives you the chance to equip it before a dive like a 3rd weapon (however it stays in the current form it's in) that's meant to be replaced with a full support weapon 3. Extracting with the shotgun on a helldive difficulty unlocks a new hellpod modifier, named something along the lines of "trench warfare", "super shotgun" or "doom guys" and it gives all divers the shotgun out of the hellpod. Would like to see the shotgun get more love than it does now
all your ideas are great but sadly Arrowhead don't have a great track record on hearing player feedback and ideas.
I actually think they've done a lot better than most games I've played.
individual menus for each chamber is the way to go, with third menu to control "default shell on reload" behavior. We have 4 menus, why not use them. Very nice shotgun idea, i'd love to run it.
You are right.
Just put 2 ammo selectors, 1 for each barrel (I really need to stop posting comments before I finish the video)
I'm glad you had the idea, what if I hadn't?
Funnily enough, this IS my Tertiary weapon most times. I usually run 3 Destructive Stratagems and a Drone. So, finding this, or any other support weapon, is usually how I roll. I call it OSP, which I learned from MGS back in the day. On-Site Procurement. It also, in theory, makes my Divers less expensive to send out.
It should be unlocked as a stratagem when you reach level 150
Sorry to say but Break Action Shotgun is the best Devastator headshotter there is.
Using rules for miniature game instead of lore for determining weapon strength is stupid
I dont agree, it shouldn't be the whole interpretation but it provides a functional baseline reference point when combined with lore. It is literally a working game. Just look at Boltgun. It imported the strength vs toughness system almost 1:1
Chainswords are brutal AF, thats enough for me. BLOOD FOR THE BLOOD GOD!