Testing Heavy Armor & New Passive Idea's - Helldivers 2

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  • čas přidán 5. 06. 2024
  • Testing Heavy Armor & New Passive Idea's - Helldivers 2
    Ekko Vision Code: ohdoughplays10 ekkovision.com/?ref=ohdough
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    0:00 like vid for more vids
    0:02 Scout Armor Myth
    0:36 Yap Test Sesh & Wilbur DMG Chart
    2:13 Explosive Testing
    3:20 Wilbur Armor Testing
    4:45 Armor Chart
    5:11 What Armor Rating to Wear
    5:58 Armor Passives lacking
    8:47 Idea's for new Passive Combo's
  • Hry

Komentáře • 404

  • @CliveGlitch
    @CliveGlitch Před měsícem +204

    There needs to be a passive on medium and heavy armor that will make you resist stagger better

    • @alessoBonora
      @alessoBonora Před měsícem +35

      100% agreed, also reduce or tank ragdoll hits. That would make heavy armors more functional and fun to use.

    • @SPACE_BOOOOOST
      @SPACE_BOOOOOST Před měsícem +31

      Some amount of stagger resist should be baseline on heavy armor to begin with. Makes no sense that a walking tank gets pushed around the same way as someone wearing a robe with some metal stuck to it does.

    • @mcmurray360
      @mcmurray360 Před měsícem +16

      My idea is: just make heavy armors heavier. When you get ragdolled, you don't go as far, you kinda just fall down.

    • @erelat
      @erelat Před měsícem +1

      Is that what blast resist does if not reduce damage? Higher threshold before stagger and/or ragdoll?

    • @thenumber-os9bc
      @thenumber-os9bc Před měsícem

      Yes

  • @impartingsea429
    @impartingsea429 Před měsícem +221

    Wilbur is the best research assistant you can find.

    • @arczer2519
      @arczer2519 Před měsícem +1

      Yes, given rocket trooper is drunk every day xd

    • @Nartanek
      @Nartanek Před měsícem +1

      Yes officer, i would like to report treason, this man here.

  • @BrendanWinterSC81
    @BrendanWinterSC81 Před měsícem +125

    Excellent armor suggestions, easy to agree that basically 90% of the armor is not compelling.

    • @Nartanek
      @Nartanek Před měsícem +2

      I use the explosive resistant light armor all the time, why you ask? Because friendlies throw their eagle cluster bombs and airstrike everywhere without even looking at where i am. This thing saved my life on 'friendly' eagle strats more often than i can count. It's an armor against other helldivers, not against our actual enemy.

    • @tiestofalljays
      @tiestofalljays Před měsícem +3

      Why are you kissing the enemy lmao.

    • @whattheduck2106
      @whattheduck2106 Před měsícem

      I will say that some of the proposed changes make no sense but I do agree a major armour rework should be done as some of the passives plainly suck, but I kind of understand that arrowhead don’t want to do “X type of weapon gets more damage while wearing Y armour” type perks because how would that make any sense in real life?

    • @ghostlyblue5735
      @ghostlyblue5735 Před měsícem

      @@whattheduck2106 Maybe with Laser weaponry it could increase damage, like some kind of energy heatsink build into the armor, plasma maybe? Either way it could work for energy weapons but definitely not for ballistic or anything conventional. Even for energy, at most
      It would probably be overheat time or cooling time.

  • @noopski8618
    @noopski8618 Před měsícem +102

    Engineering kit should give full grenades on resupply

    • @atticlion7648
      @atticlion7648 Před měsícem +28

      At the very least resupplies should be changed to give 50% of max nades instead of just 2. That way engi kit wouldn't make you need 3 resupplies to fully restock.

    • @Jimov
      @Jimov Před měsícem +2

      Agreed. I don't like equipping this armour because I feel the need to fully restock my nades but don't like to hog all the supplies.

    • @pterodummy
      @pterodummy Před měsícem +3

      @@atticlion7648I agree. Then they could use that math for the medic armor too.

    • @ChaplainReaper
      @ChaplainReaper Před měsícem

      why would the armor you wear change how many grenades are packed into the boxes?

    • @pterodummy
      @pterodummy Před měsícem +1

      @@ChaplainReaper … That’s valid. At the same time we have efficient packing as a ship upgrade, meaning one person’s AMR is fully stocked from empty and another person’s is not. So there’s precident, but you’re right that it isn’t realistic

  • @Faxanadu_
    @Faxanadu_ Před měsícem +34

    "No time for phone calls, Wilbur" I don't know why, but that got a good laugh out of me

  • @somedude4087
    @somedude4087 Před měsícem +80

    honestly
    its possible that headshots ignore ANY damage reductions (besides the new headshot damage reduction specifically)
    so that explosive damage reduction ain't doing nothing to those headshots

    • @Brakka86
      @Brakka86 Před měsícem +4

      Armor in this game is the same as on the enemy. For example if you have 1 shoulder guard on the left side and nothing on the right, you can get double tapped on the right side, while the armor protects you on the left side normally. The armor rating only applies to hits where you have plating. Some armors like the Drone Master only have chest armor and almost all limbs effectively have 0 armor.. even tho it is rated medium at 100. I think the same applies to helmets. Gear in this game has a lot of hidden stats, its odd. EDIT: armor also has other modifiers that get added to the game depending on the type of armor, such as tighter spread of stratagems, tighter bullet spread and so on. The tool tips on our gear suck tbh. This stuff applies to weapons as well. The color of your armor also determines where the enemy tries to hit and how fast or at what range they aggro onto you. If you have a bright orange helmet for example the bots will possibly head shot you more often. This is why they don't want to implement a transmog system, they don't have the tooltips for the gear, but every armor set does extra stuff that we are not aware of. Its not just cosmetic.

    • @somedude4087
      @somedude4087 Před měsícem +25

      @@Brakka86 any testing to back this up?

    • @Brakka86
      @Brakka86 Před měsícem

      @@somedude4087 Yeah, you can search for this stuff on YT, some helldivers are already testing it. You can also try it yourself in tutorial missions.

    • @Swampdonkey796
      @Swampdonkey796 Před měsícem +20

      @@Brakka86 as far as I know there hasn’t been a single thing said from the devs to back up anything you’ve said so if you got any proof of it I’d like to see it

    • @Brakka86
      @Brakka86 Před měsícem

      @@Swampdonkey796 If I post links to YT vids here they get autodeleted. Look for it on youtube, or don't believe me and play like normal with armor as cosmetic.

  • @GrandSupremeDaddyo
    @GrandSupremeDaddyo Před měsícem +24

    Armor definitely seems to be an overlooked aspect of the game. Even stat-wise there is no diversity because there is really only one variable: more armour = less mobility
    If they mixed the stats up a bit they could make things more interesting: a heavy with poor stamina but a decent sprint speed = a shock trooper.
    And explosion resistance should be a stat, not a bonus. They could add melee & pierce resistances into the pot too.

    • @shemsuhor8763
      @shemsuhor8763 Před měsícem +6

      There's a ton of possible directions go, it's just clear they put next to no thought into it.

    • @TotPocket
      @TotPocket Před měsícem +5

      I like the idea of mixing up the stats more than just slow and heavy vs. fast and light. Hopefully we see more unique armor sets like this

  • @Brown95P
    @Brown95P Před měsícem +6

    It's actually criminal that there are only 3 scout armors and the bulkiest one is at 100 armor rating while there are like *_15 engi kit armors._* Like wtf man.
    l know a bulky scout armor doesn't make much sense, but l'd still like the ability to scout places and avoid patrols better while also not instadying the moment a medium bot sneezes in my general direction.

  • @Guangtian2077
    @Guangtian2077 Před měsícem +101

    Devs said 100 armor is supposed to get headshot dmg reduction as well, but I’ve learned from experience to not trust what they say.

    • @OhDough
      @OhDough  Před měsícem +59

      did a dev say it directly? the patch notes say "above 100 armor rating" so 101+ is the expectation

    • @Guangtian2077
      @Guangtian2077 Před měsícem +5

      @@OhDough I don’t have it screenshotted but I was in the discord and the balance guy said it applies to 100 armor

    • @johndank2209
      @johndank2209 Před měsícem +51

      @@Guangtian2077 maybe you have to be host for the armor to work :D

    • @ComdrStew
      @ComdrStew Před měsícem +5

      It's 101+ that gives you headshot reduction.

    • @Guangtian2077
      @Guangtian2077 Před měsícem +36

      @@ComdrStew Spitz(community manager) said 100 and above yesterday, but he’s also not a dev and thinks this patch only had 2 nerfs..

  • @actinium2754
    @actinium2754 Před měsícem +20

    I think what is happening is the body armor itself has 50% reduced explosive damage, not the helmet. The helmets are separate armor entirely.

    • @arczer2519
      @arczer2519 Před měsícem +6

      50% explosive damage reduction is applied only to splash damage with is same regardless where it hits on the player. (Yes you can lie face down on the 250dmg frag grenade and survive with fortified xd)
      It has no effect on any direct hits and bot Rockets have far higher direct damage than explosive, it just that they usually explode in proximity like airburst rockets, but in some situations they will hit Helldiver directly.

    • @felixh2786
      @felixh2786 Před měsícem +3

      @@arczer2519It works on mines so there's that.

    • @arczer2519
      @arczer2519 Před měsícem

      @@felixh2786 that too, the single reason to use it on bot missions xd
      through you need vitality booster for guaranteed survival at high hp

  • @G4LBR0DAN
    @G4LBR0DAN Před měsícem +18

    So true that some armor passives just don't hit the mark with what the name is vs. what you actually get. Hoping with new warbonds they will introduce more new passives like with arc resistance and then just shift some around to better fit the "themes" with certain armor. Honestly wouldn't mind them breaking traits down further so each armor had 2-3 separate smaller perks rather than lumping stuff like +2 nades with reduced recoil into one perk. It could open up a lot more variety too that would aid players with honing in on unique playstyles or loadouts.

  • @kompott_addict
    @kompott_addict Před měsícem +30

    The rocket from Bot probably does impact dmg and then explode so thats why the explosive armor isnt making any difference. Probably, im not a dev.

    • @GBR9794
      @GBR9794 Před měsícem +9

      realistically no one would survive a hit in the face like that, even with bomb shield.

    • @kompott_addict
      @kompott_addict Před měsícem

      @@GBR9794 yes, thats true xd

    • @connertomaterhater6691
      @connertomaterhater6691 Před měsícem

      What if you had two ballistic shields?

    • @nocommentarygaming2644
      @nocommentarygaming2644 Před měsícem +9

      @@GBR9794 True, but realistically, a rocket devastator that clearly only holds 12 rockets shouldn't be able to shoot infinite rockets.

    • @arczer2519
      @arczer2519 Před měsícem

      Yes, through quirk with them is they will usually Airburst before hitting helldiver, but like on video some actions can cause then to hit directly..

  • @Garrador876
    @Garrador876 Před měsícem +6

    Armor passives in general need some rework love. Personally, I'd like to see helmets get passives/armor rating changes to, but that sounds too fun.

  • @-v0n-
    @-v0n- Před měsícem +5

    I have a few ideas of armor bonuses!
    For the extra padding or fortified, there could be a buff that prevent stagger on low damages, like everything dealing less than 15% of your life in 1sec doesn't stagger anymore.
    An armor buff as well to reduce fire damages and corrosive damages.
    An armor buff altering sprint and allowing to rush. Like when you start running, it consumes 10 or 15% of your stamina instantly before going normal, but your character sprint 100% quicker but it diminishes over a few sec and then makes you sprint slower than usual like down to 80% or something.
    One that is the exact opposite and allow you to run quicker the more you run, but it takes some time running before being full speed and you start running slower than usual.
    It could even inflict low damages and stun when going full speed or above normal speed.
    An armor buff that slowly heal you when undamaged for a few seconds, like 1 hp/ sec when you've not been hit for like 3 sec.
    An armor buff that increases the damages and stun of your punches.
    An armor buff that increases the chances of being detected and targeted by enemies but reduces successive damages received or overall damages.
    An armor buff reducing slow effect.
    An armor buff increasing the amount of maximum magazine held.
    An armor buff increasing the radius around you to detect stuff on minimap.
    An armor buff that just allow you to have a flashligh aiming in front of you so you can see in the dark.

  • @zaboe911
    @zaboe911 Před měsícem +3

    LOVE the arc idea for reducing accidentals on teammates! Always thought it was weird to have such an absurdly niche effect for those armors to only prevent your own team from killing you, and not vise a versa

  • @Keiinnn
    @Keiinnn Před měsícem +10

    The Fortified passive is AMAZING, ive survived many bile spewers attacking me by the skin of my teeth when wearing light armor with the fortified passive.
    The problem, is we have too many heavy armors that use it, and not enough variety.
    DO NOT get rid of fortified that it a horrible idea, it has saved my life so many times, instead we need to diversify the armors more.

    • @zee9709
      @zee9709 Před měsícem +4

      don't worry, dev not really listen to youtuber

    • @hawk9mm
      @hawk9mm Před měsícem +3

      @@zee9709 Devs don't listen to their customer base, so what's the difference? same pool of people that the devs refuse to listen to, so what's your point?

    • @zee9709
      @zee9709 Před měsícem +2

      @@hawk9mm youtuber is not costumer base, nice strawmen buddy

  • @thepizzazebra1733
    @thepizzazebra1733 Před měsícem +6

    This mightve been repeated already, but I've noticed differences when wearing Fortified Armor against bots. When standing, the reduction is noticeable (unless headshot) but where it really shows is when crouching and prone. Since going lower provides natural explosion resistance, fortified amplifies this as well. I may be just talking out of my ass, but I swear that I've survived multiple salvos of rockets before because of the armor perk.

    • @effive7817
      @effive7817 Před měsícem +2

      In general explosions when prone do so little damage. Fortify helps more when crouching, standing, and imo most importantly, during the get up animation.

  • @AeAeRon
    @AeAeRon Před měsícem +2

    suggestions:
    -the crosshair moves to where you're aiming faster
    -heat weapons overheat more slowly
    -you can swim in deeper water
    -you can melee aoe stagger around you or in a cone
    -poison or fire resistant
    -you can dual wield an smg with your secondary (lose r-click functionality, r-click would function as left click for secondary)
    -you get big shoulder flashlights (gun flashlights can be too narrow to see things reliably in super dark areas, and not all guns have them anyway)

  • @Meatonmytaco
    @Meatonmytaco Před měsícem +3

    Side note, I have noticed a good combination of the explosive resistance with surviving when close to your own strategems so I think it mostly applies to the "splash damage" of an explosion.
    Direct hits don't seem to be affected, like they have some kind of auto-crit capability, but splash damage survival from say the 500kg or a hellbomb seems to be reduced as well as if something like a grenade or rocket misses you but would damage you with it's blast radius.
    I've tested this very rarely when I had a do or die moment so, no actual data but, it's just how it seems to me from those things as well as splash damage from icbm launches and such that it seems to do less with devastator combined with prone stance versus other 150 armor variants while proned in the same positions.
    I could be wrong, though.

  • @anri688
    @anri688 Před měsícem +5

    Extra armor padding should have a bit of stagger resistance, like instead of staggering on every hit make it every two hits

  • @lk_ludikruc8358
    @lk_ludikruc8358 Před měsícem +4

    Fire resistance perk would be nice for using fire build. Like -50% fire damage or less chance to set on fire in the first place, and +1 on all fire weapons mags. Sounds great to me.

    • @hawk9mm
      @hawk9mm Před měsícem +1

      Considering all that it takes is one fleck from a Incendiary Breaker to set anyone on fire, to be totally engulfed in flames rather than like a build up where you can just jump or dive so that you don't instantly die needs to be changed, drastically. It's not even that effective against bugs, but the players are made of gas soaked rags it seems, it's a joke!

  • @leoalpha7
    @leoalpha7 Před měsícem +4

    I'm glad that they've made this change to reduce headshot damage based on main armor. I originally wished that they might make it so helmet choice mattered for armor, but this allows for more choices when it comes to armor.

  • @mawnkey
    @mawnkey Před měsícem +3

    I would argue that Engineering Kit does give two complimentary passives as well. Extra grenades and more stable shooting both contribute to being more effective at doing damage. I tend to use armors with it in teams a lot for that reason. Other than that, Medi-Kit, and Scout... yeah the passives right now feel pretty lackluster.
    Also: unhook perks from armor. Keep armor classes and stats, just make perks a separate selection in the Armory like a booster so we can change up the look we use without losing functionality.

  • @MrKevster24
    @MrKevster24 Před měsícem +30

    First. Thanks for testing out stuff so we don't have to.

  • @carlmain2043
    @carlmain2043 Před měsícem +10

    9:35 you most definitely can be hit by the blitzer, i personally love getting folded like an omelette by a teammates blitzer right in front of a bug breach

    • @quikoneson
      @quikoneson Před měsícem +2

      OMG that folded like an omelette almost made me lol and embarrass myself at work... thanks for that 🤣

    • @carlmain2043
      @carlmain2043 Před měsícem +2

      @@quikoneson a pleasure, will get you next time for sure chief

  • @brightenblack207
    @brightenblack207 Před měsícem +3

    I like the armor passive change ideas. I solely use the engineering kit and, since it's grenade themed, it'd be nice to have the bonus throw distance instead of the reduced recoil. The reduced arc damage to teammates would be awesome too since I'm sure there's players that want to use those weapons and stratagems but are afraid of killing teammates. Could do the same thing for a fire resistant armor so, if everything you do spreads fire, it'd be less of a danger to your teammates

  • @morgan3392
    @morgan3392 Před měsícem +7

    Thanks for the testing. I hate using heavy armor on normal 40-minute missions just because getting killed usually seemed instant or unavoidable to me. I'm glad they're taking steps to make heavy armor more worthwhile. Hopefully they do a little bit more. Maybe having more resistance to ragdolls, which would totally do it for me; getting flung around all the time by rocket devs or hulk bruisers is one of my biggest reasons for dying, or getting caught out of cover in open maps.

    • @tiestofalljays
      @tiestofalljays Před měsícem +3

      Once you go Light Armor, it’s hard to use anything else. The move speed and stamina regen is so nice. Even medium armor makes you feel like your game is like, lagging lol.

    • @morgan3392
      @morgan3392 Před měsícem +1

      @@tiestofalljays Absolutely. I've gotten so used to it that I sometimes forget that it's mostly because I'm in light armor that most enemies kill me so fast.

    • @thegrunch6448
      @thegrunch6448 Před měsícem

      ​@@tiestofalljaysStamina cap* the regen is the same across all armors

  • @YoshisSupport
    @YoshisSupport Před měsícem +2

    im pretty certain the explosive damage reduction isnt working on headshots but the armor itself is working. This is because before the shrapnel from eruptor getting reflected back and insta killing me, the self damage was significantly reduced

  • @matthewneal1870
    @matthewneal1870 Před měsícem +2

    In the recent patch they fixed the 50% explosive resistance buff for the tier 4 ship module.
    I wouldn’t be surprised if the 50% explosive resistance on the fortitude perk has actually never worked and they just haven’t patched it.

    • @hawk9mm
      @hawk9mm Před měsícem +2

      I watched a test on that exact Tier 4 upgrade, they still get blown up by one rocket or any splash damage so no, they did not fix anything so don't count on the devs actually doing anything that will allow us to have more than 1 or 2 options.

  • @warmchoccy
    @warmchoccy Před měsícem +2

    honestly an armor that goes all-in on mobility (+move speed, faster climbing/moving between stances) that also gives kinetic resistance (ie, falls, slamming into things, maybe blunt enemy attacks?) would be very fun with those mushroom things that launch you in the air

  • @Brakka86
    @Brakka86 Před měsícem +5

    I used the Butcher set since yesterday. I survived insane conditions, being swarmed by hunters, rag-dolled by chargers.. The game is laggy as of late and uses a lot of CPU and GPU compared to before the patch. They broke something.

  • @telapoopy
    @telapoopy Před měsícem +1

    I wonder if the explosive resistance passive is suffering the same problem as the sentry upgrade before the patch.
    An idea i have for a better passive to pair with the reduced recoil is something like 50%-80% reduction to aim sway *due to taking damage* / stagger resistance while aiming, feeding further into benefiting sustained fire.
    I am a little iffy on the arc armour idea, so far, all of the perks seem like something you could sensibly see being offered by the armour itself, with "democracy protects" pushing it a little, but you could interpret it as being that your devotion to fighting for super earth has given you an enhanced will to live. One thing that might be interesting, albeit somewhat niche, is that being struck by arcs enhances arc chains that go from you to other targets. Could be cool to be a walking relay for your tesla tower to wreak havoc on nearby enemies. That would also have more synergy with the other perk, since "less damage to teammates" with arc weapons involves being the one using the arc weapon, something that will never be hitting yourself for the 95% resistance to come into play.
    As a side note, introducing a weather condition that causes electrical hazards would somewhat make the arc armours a bit more generally useful. Meanwhile, Planets like Hellmire and Menkent are begging for there to be a fire-resistant armour set.

  • @cp70375
    @cp70375 Před měsícem +1

    As someone who plays tank in all the games I possibly can, the armors in this game are what need the biggest overhaul tbh, I could write an entire essay on why and how but everytime I do it I get like 0 engagement because people don't care about armor for some reason so I won'te, but thanks for making that video OhDough, we really need people to bring attention to it

  • @vynnski
    @vynnski Před měsícem +2

    I could be wrong but Explosive Resistance seems to be more valuable against friendly fire. I also noticed when using the Scorcher that the dmg I received from my own point blank attacks was quite a bit less when wearing ER.

  • @gage1bradford198
    @gage1bradford198 Před měsícem +2

    Personally I think the mini map pinging objectives was a game altering bug, i won’t say game breaking but it definitely takes away some of the intended challenge. If we were supposed to be able to find them easily then they would just be on the map, I don’t think the devs ever intended for it to be a thing and it doesn’t make much sense anyway.

  • @morgan3392
    @morgan3392 Před měsícem +12

    The change to side objective pinging is a real feelsbad moment. Like, _I get it_, but pleeeeeaase? I keep missing objectives because I'm used to pinging them rather than recognize their pattern on the map

    • @andrewu8525
      @andrewu8525 Před měsícem +2

      I would make it a scout only trait to increase its utility

    • @morgan3392
      @morgan3392 Před měsícem +1

      @@andrewu8525 I totally think that'd be a great feature.

    • @hawk9mm
      @hawk9mm Před měsícem +1

      @@andrewu8525 Limited to 3 armors, 2 lights and 1 medium with zero survivability passives aside from "hide" which varies depending on how the AI feels about finding you when you're completely stealth.

  • @Ifyoucanreadthisgooglebroke
    @Ifyoucanreadthisgooglebroke Před měsícem +2

    This video makes me realize how much I wish there was a extra padding armor for ~120 armor 536 speed 118 stam, or whatever the 70 armor would usually have for speed and stam. Even if only for doing science.

  • @silverthorngoodtree5533
    @silverthorngoodtree5533 Před měsícem +1

    Explosive armor helps vs, explosions. Hit in the face with a missile has an impact component that you die to first, before you check for explosive damage.

  • @pvtTvix
    @pvtTvix Před měsícem +1

    Love the servo-assisted armor suggestion!

  • @FlowFizzo
    @FlowFizzo Před měsícem +3

    What about the heavy armor with extra padding does it reduce the headshot dmg even more then normal heavy armor?

  • @MrDoggo23
    @MrDoggo23 Před měsícem +2

    I still believe armor passives and armor class should be 2 seperate things.
    And I will die on that hill.

    • @darkchild130
      @darkchild130 Před měsícem +1

      Passives should be selectable from a list once you've picked your base armour.

  • @Frenotx
    @Frenotx Před měsícem

    Fortified is pretty nice for the autocannon. The recoil reduction and explosive resist (close shots, hitting terrain, etc.) is quite relevant.

  • @artificialbox
    @artificialbox Před měsícem

    engineer passive is my favourite cause i love spamming impact grenades at bile spewers. every time i try a different armor set I end up really missing those 2 extra nades

  • @PoqpJlaH_nenera
    @PoqpJlaH_nenera Před měsícem

    thx for testing also really good ideas for armor passives I think this topic need more attention

  • @CharChar2121
    @CharChar2121 Před měsícem +1

    Good suggestions for passives.

  • @sirtheoT
    @sirtheoT Před měsícem +1

    Amazing ideas, i hope devs take a look at this video and implement something in the game.

  • @user-xo2iw6lz2n
    @user-xo2iw6lz2n Před měsícem +1

    thass some very nice in-the-field game science. thank you very much, kind sir

  • @daxwolf455
    @daxwolf455 Před měsícem

    I heard someone say that explosive resist is from things that arent direct hits so its things that hit the ground and explode vs something that hits you and explodes

  • @tsunderemerc2963
    @tsunderemerc2963 Před měsícem

    I could see extra padding paired with a perk to decrease stagger, or pair with limb health as you suggest (though tbh im usually dead before my limbs are crippled). Personally, I'd put the 30% reduced recoil maybe with a passive to give like 1 or 2 additional mags. I'd also love to see one with fire resistance. Maybe so it isn't obsolete because of stims, you can't be lit on fire if you walk over it and need to be directly torched so you can't catch yourself on fire.

  • @Extraordinarylurker
    @Extraordinarylurker Před měsícem

    The extra throw distance is great as well, it makes it much easier to land EATS pods on chargers IMO and it also makes it easier to yeet a artillery beacon off into the distance. You would also be surprised how useful being able to throw things further can be for things like resupply pods.

  • @alexanders.4591
    @alexanders.4591 Před měsícem +3

    Love your awesome vids!

  • @Mr_Big_Head
    @Mr_Big_Head Před měsícem

    Fortified definitely reduces dmg. Was wearing the medium armor fortified yesterday and was able to take multiple direct rockets and survive.
    Also servo assisted is nice to be able to throw stratagems into bases from range without alerting the base. Also makes throwing grenades like throwing a fastball and makes them go much further, faster.

  • @21warmasters
    @21warmasters Před měsícem

    from what i could tell with explosive resistance is it reduces the damage taken or damage radius (not sure which) of splash damage and does nothing to direct impacts.

  • @Driftingsiax
    @Driftingsiax Před měsícem

    Grenadier: extra grenades, reduced explosion damage.
    Master gunner: reduced recoil, increased mag size.
    Forward observer: extra stratagem uses, longer throw range.
    Extra padding: add reduced fall damage

  • @tunascream
    @tunascream Před měsícem

    Great vid, excellent armor perk suggestions. I went to light armor with ballistic shield for bots in group play and enjoy the balance of mobility and mobile cover.

  • @966Ranger
    @966Ranger Před měsícem

    I'm pretty sure devs have said that rockets have impact damage beside explosion damage, so maybe thats what is killing you up close when wearing heavy+expl res armor

  • @joshuadelauder4042
    @joshuadelauder4042 Před měsícem

    Fortified works well for using explosive weapons so you don't kill yourself, with the eruptor changes you can now sorta rocket jump away from close enemies by blasting the enemy and yourself.

  • @exalted7906
    @exalted7906 Před měsícem

    As long as its not a headshot explosive resist allows you to survive those getting hit by random barrages from devastators.Personally I like it a lot on the medium armor.

  • @herpderp90
    @herpderp90 Před měsícem

    Just a thought. Maybe the ping in the stealth armor is what is revealing the secondary objective locations.

    • @OhDough
      @OhDough  Před měsícem

      nope, you could ping the objective and it would pop up as an icon on the compass regardless of armor.

    • @herpderp90
      @herpderp90 Před měsícem

      @@OhDough I bet you could still use the pings to see if static defenses still exist in an area. While it may not be a 100%, it would probably have a decent chance of being a secondary objective.

  • @JustEchoes
    @JustEchoes Před měsícem +1

    idk if its the type of content u do but i think a myth buster series for this game would be nice

  • @kiitaclyzm
    @kiitaclyzm Před měsícem

    Maybe fortified (if not just outright deleted) could also get an impact damage reduction, since that seems to be a bigger killer than the actual explosions.

  • @ruinedstar
    @ruinedstar Před měsícem

    For the fighting bugs i always use servo assistant couse i get more health on limbs and can trough granates furter away. Also i only use heavy or medium amor.

  • @jerrychen4163
    @jerrychen4163 Před měsícem

    thanks you for the study

  • @jipm
    @jipm Před měsícem

    There also needs to be %95 acid&fire residents armour. We have arc, so why not the others

  • @NeoChrisOmega
    @NeoChrisOmega Před měsícem

    I'm wondering if the explosive damage reduction specifically reduces AOE damage, not the initial impact damage. Like a grenade

  • @IRMentat
    @IRMentat Před měsícem

    Before high levels I was running light only. Now I’m at high levels and the detonation for democracy pack is out in running light only with explosive resistance (too many people take the “close” part of close air support to mean throw the red ball at the friend).

  • @rossalbane7743
    @rossalbane7743 Před měsícem

    In defense of fortified armor it is helpful for surviving the occasional land mine. I’d say its insurance against mines and “Danger Close” type Helldivers that spam ordinance 20m away from you

  • @ThickestKYLE
    @ThickestKYLE Před měsícem

    Servo-assisted should allow you to reload crew preferred type weapons faster i.e. auto cannon, spear, recoiless rifle etc as well as having better weapon handling in general

  • @darkchild130
    @darkchild130 Před měsícem

    My idea for a passive is called "gunslinger" and gives 20% reduced recoil while moving or standing, as a counterpart to the other accuracy passive.

  • @mhan6601
    @mhan6601 Před měsícem

    That recommended ark thrower passive armor would be amazing. I guess only thing we have is that the ark user 'gitgud' and have really good trigger control

  • @RobadobaChannel
    @RobadobaChannel Před měsícem +3

    I'd honestly rather them take headshot dmg out of the game. Why do enemies need random crits? It's just frustrating imo but I'd love to be convinced otherwise.

    • @shemsuhor8763
      @shemsuhor8763 Před měsícem +1

      You're objectively correct. There is no added "thrill" from dice-roll deaths in this game.

    • @RobadobaChannel
      @RobadobaChannel Před měsícem

      @@shemsuhor8763 just a reason to be annoyed honestly

  • @darealandronicus5479
    @darealandronicus5479 Před měsícem

    So many good points and ideas in this vid. I’m onboard. Hopefully AH jump onboard someday soon 🤞🏻

  • @robpom5501
    @robpom5501 Před měsícem

    The explosive resist likely only applies to you know it's name... directly getting hit I'm positive has a different number in the code for such so it's seemingly enough to get killed. (sometimes :D )

  • @Geex1988
    @Geex1988 Před měsícem

    In terms of armor I'd wish they would mix it up way more so at some point we have every perk on every armor type and a decent mix overall.

  • @benjaminyang8476
    @benjaminyang8476 Před měsícem

    What about a perk set called "bandolier" +1 grenade and 1 extra magazine for all weapons or 10% reload speed?

  • @Insandom
    @Insandom Před měsícem

    Servo-Assisted definitely needs to reduce sway, especially on heavy weapons. Could also give it the ability to reload heavy weapons without stopping, just slowing down to a walk.
    Engineering Kit for me feels like it should be synergistic with Defensive Stratagems like sentries and mines. Maybe give it explosive resistance, the ability to walk over friendly mines without triggering them, and shorter CD's on that subset of stratagems.
    Fortified should give you extra limb health, across the board damage reduction, and increased resistance to stagger/knockback. If you're rocking fortified, you should feel fortified.
    They should definitely make weight ratings impact knockback and stagger resistance in general. There should be a considerable difference in how far a helldiver in light armor and one in heavy armor are launched by an explosion/impact. Heavy armor especially can do with having stagger resistance, you're expected to take hits, it's weird for your aim to be so affected by them.

  • @GooiYingChyi
    @GooiYingChyi Před měsícem

    Reduced weapon sway much needed. Preferably on the scout armor so I can run AMR and head shoot Hulks like a real sniper.
    Right now, the only way to minimize sway is to *prone*, which obviously you can't really do much upscope shots.

  • @HasekuraIsuna
    @HasekuraIsuna Před měsícem

    So many armours share the same Perks, I think it would be good to split them up and give each armour two of them and increase variety as well.

  • @legitbetterthanvinny9725
    @legitbetterthanvinny9725 Před měsícem

    Perhaps a “magnetized grip” armor for reduced weapon sway, faster reload, reduced recoil

  • @D3adCl0wn
    @D3adCl0wn Před měsícem

    Arc resist armors should also negate stun grenade and orbital emp effects. Also, why do we have 2 of those armors in medium? The one with the samurai helmet should've been a heavy variant.

  • @TyberiussHunter
    @TyberiussHunter Před měsícem +2

    Thanks for the work you put into this. Hope devs review your suggestions.
    "Kissn the barrel" 💋

  • @LouSaydus
    @LouSaydus Před měsícem

    I love fortified. The reduced recoil and explosion resistance is amazing vs bots. Sure it doesn’t stop the lucky 1 shots but the 90% of other scenario it helps immensely.

  • @bluegolisano7768
    @bluegolisano7768 Před měsícem

    afaik the headshot reduction may be based on TOTAL Armor Rating, so a 100 with Extra Padding giving a total of 150 is the same as Heavy without EP's +50 AR.
    what I'm getting at is the Stay Puffed Marshmallow Man(TM) potentially has higher damage reduction than 150 AR sets do.

  • @scoople6
    @scoople6 Před měsícem

    Speaking of armor I recommend checking out the armor videos by Johnny Law. He's got a theory that visual representation of armor on your body matters and that even the armors color changes how enemies treat you.
    It's not well tested imo but it's a really interesting idea for how armors can be given more depth.

  • @wormysxl
    @wormysxl Před měsícem

    The purpose of explosive resistance is easily seen by stepping on a bot landmine. Without it, you die, with it you live. Additionally it lets you survive splash damage better (enemy splash and self inflicted splash) and you can tank rocket dev rockets

  • @antimas1020
    @antimas1020 Před měsícem

    is there a difference in damage taken from heads shots between armor ratings above 100? like for example we have 129AR - 150AR - 200AR do they all take the same headshot damage?

    • @OhDough
      @OhDough  Před měsícem

      you take less headshot damage the more armor you have past 100

  • @MrBodeci
    @MrBodeci Před měsícem

    i thought i remember them removing that a couple patches ago as people were using it to find secondaries with out looking, PS the machine gun strata the first one they give you idk if they meant to describe it wrong but the description is wild you give up fire power to get more recoil and less accuracy

  • @felixh2786
    @felixh2786 Před měsícem

    The fortified effect absolutely works but it probably doesn't affect headshots. Besides that you can walk on mines and be ok, which to me makes it worth it by itself.

  • @telapoopy
    @telapoopy Před měsícem

    I decided to do some testing myself, and found that yes, the 200 Heavy Armour offered by the extra padding perk on fortified commando does indeed reduce headshot damage further. After using a scavenger to do headshots, comparing 150 armour to 200 and also doing the same with and without vitality booster, this is what I found:
    Going from 150 to 200 armour increases headshot protection slightly less than vitality booster does.
    I made an image comparing the 4 results, but I don't think I can link to it without the comment being deleted automatically. But I'll describe the % fill of the health bars that I had measured using said image:
    150 Armour Only: ~63% Health Remaining
    200 Armour Only: ~69% Health Remaining
    150 Armour + Vitality Booster: ~71% Health Remaining
    200 Armour + Vitality Booster: ~75% Health Remaining
    I did test, and it seems that unfortunately, the 200 Armour + Vitality Booster was just barely not enough to survive 4 headshots from scavenger.

  • @jocelyngagne6320
    @jocelyngagne6320 Před měsícem

    Adding a Fire Resistant Armor would be nice when using the Flamethrower. So as to not instantly kill yourself. And adding range or an extra mag as a secondary bonus.

  • @PikaPilot
    @PikaPilot Před měsícem

    so, the highest 1-shot resistance in the game should be 150 AR heavy armor with the Servo Assisted perk, and while running the Vitality booster because the head "limb" gains extra HP from both the armor perk and the booster.

    • @OhDough
      @OhDough  Před měsícem

      the armor perk isn't working at all afaik or they changed how it works.

  • @crusadr_4966
    @crusadr_4966 Před měsícem

    Bro these new passive ideas are fire, do you think you could get this heard by the dev team?

  • @Pazuzu1500
    @Pazuzu1500 Před měsícem +1

    I love your ideas. Hope that kind of thing happens

  • @morgan3392
    @morgan3392 Před měsícem +1

    My experience with fortified is more positive, though perhaps it's a fluke. For bots, I typically run the light fortified armor, and while I do still get one-shot sometimes, several rockets, cannon turret shots, et cetera, have left me only scratched where I had previously been majorly wounded. That's been my experience, though, with no formal testing.

  • @rottenmuffin826
    @rottenmuffin826 Před měsícem

    I wish we had some sort of heat/corrisive resistan armor that made you take less damage from fire and acid. Also, I wish we had an armor (or better yet, a helmet) that protected you against deadly gas. It would make gas strike more viable.

  • @Velharth
    @Velharth Před měsícem

    I don't know about medic and scout passives being only ones worth using. I like aditional nades.

  • @pseudowoodo6154
    @pseudowoodo6154 Před měsícem

    Honestly mixing extra padding and explosive resist together wouldnt be bad. Neither feels great on their own, even if i like running my blue armor

  • @telapoopy
    @telapoopy Před měsícem

    What about the Heavy Armour with extra padding? Did I miss where that was tested?

  • @IRMentat
    @IRMentat Před měsícem

    I’d like for a medic version to fully replenish meds on supply/pickup. Even if it’s only got 4 med uses it would be an instant pick for me. Tho the dream would be 6 meds full/half replenish per pickup depending on supply/ground.
    The only time I run out of primary ammo is after my grenades then med packs then close support weapon are ran dry.

  • @ferdithetank7535
    @ferdithetank7535 Před měsícem

    It appears that Fortified "blast resistance" in fact only increases splash damage falloff from the center of projectile, so it barely does anything aggainst direct hits. However, it might apply to your bubble shield backpack health as well, because in my testing I survived 75% shots that otherwise always KO me(tank towers) with light Fortified armor wearing bubble shield.
    That said, I agree most armor passives need a rework so it's more clear what situation or playstyle you're choosing it for. Democracy Prtoects, Servo-assisted and Med-kit can stay the way they currently are, Scout armors could reveal PoI's and objectives by pinging map in addition to scanning enemies(just add cooldown so it's not as degenerate).
    Fortified should decrease impact damage along with exposive resist, so that you won't lose your entire health bar from being ragdolled while also helping with rockets.
    Engineering Kit should get extra reload speed when crouching/prone on top of less recoil, so it would make sense to bring for defense scenarios, making solo reloading support weapons less punishing.
    +2 max grenades goes to a different perk, let's say "Grenadier". In addition, reloading your primary restores you one grenade, so you could benefit from those low mag primaries.
    Superconduit should also give 95% resistance to slowing effects such as EMS, frost flower mines, bug acid etc., basically anything that's not a static environmental hazard.
    The idea is to give every armor perk at least 2 different bonuses that synergize or at least give some general utility. Also heavy armors should have built-in flinch & knockback resistance to begin with.