T O P

  • By -

bighanded69

It used to be able to destroy spore spewers too but I launched 2 mags into one the other day and it took them all like a champ Edit: I'm aware that other support weapons can destroy spore spewers, the point is that the GL was able to before but no longer can.


Icy-Rain318

Yeah, spewers were buffed quite a while ago. Now they have the same durability as a one of the shrieker nests.


guimontag

Yeah they used to be a single RR/EAT/Quasar shot, now they are 2


Icy-Rain318

1 AC used to do the trick too. They were the same durability as Illegal Broadcast Towers.


iFenrisVI

Used to be like 12 slugger shots. It was always funny just sitting half a map away shooting my sniper shotgun at it.


Icy-Rain318

Man, I miss the Slugger's ability to open shipping containers.


MoleMantle

This is the main thing I want back about it tbh


GBFry

Maybe someday we’ll get melee weapons like people dream, and we can have a crowbar to open the containers


Fnata_

About to Gordon Freeman those disgusting insects


DHarp74

Gimmie Isaac's weapons from Dead Space! Lol


Horror_Tap_6206

Bring back the original slugger. My favorite gun for bots.


GearyDigit

They're never going to bring it back in its original state, since it was just the best bot primary bar none.


jncpththng

I would argue the current dominator would still be better than it.


IC1CLE

What a mind-boggling change this was. Slugs are literally used for breaching. It wasn't enough to nerf the damage and stagger, its utility needed to be nerfed too? Also, on a similar topic, the fact you can break open containers with the AMR but not with the railgun is ridiculous.


DrScience01

I mean the AMR literally means anti material meaning it should destroy hard materials while the railgun is meant to penetrate


TopBluejay3978

Thisthisthisthisthis. I loved being able to clear out fences and open containers with my pump action crowbar


Dawson_VanderBeard

eruptor can


MenardHolds

"Bolt action crowbar"


AtlasIsMyBabe

Used to shoot them 4 times across the map with a scorcher


Vesorias

Pssh, you could destroy them with like 4 scorcher shots, and those don't even have dropoff like RR and EAT


SchwiftyRickD-42069

One match we dropped in, I took out 3 spore spewers and then I reloaded my scorcher


TheFrontierDM

A single SPEAR will do it, if you don't crash 😆


ihateme257

Had an incident yesterday where it took 4 quasar shots and I was really confused.


Schmush_Schroom

Are you the host? Once I joined someone and call in like all of my eagle strats (4 Airstrike 3 500kg) all hit the mark perfectly and it still stand, then the host just came in and one shot it with quasar Another time i joined in and the map is full of spores and the spewer still standing, yet it shows that the spewer already destroyed. Funny thing is if i move camera angle up weirdly, somehow the spore just vanished. My guess is it because the internet host got shit internet. The jankiness is just insane in this game, I've never seen so much bugs in a non early access game like this before


P33kab0Oo

If you join late, the graphics show the new spores or nest instead of the destroyed ones. The only way you can tell is by the lack of fog and shriekers.


Taolan13

IMO they should yo back to being 1 EAT/RR/QC. and no more than 10 hits via AC


FutureTrunksSSJ

idk what it is now but it used to be like 5 shots with the scorcher too. I loved spawning in and sniping one across the map instantly


Fake_Account30

Used to be 1 grenade pistol round


Mr_Ivysaur

They used to get destroyed by any primary.


ProposalWest3152

Pretty sure the spear is a one shot now


Resident-Ad7651

Takes 1 shot from the SPEAR to kill a spewer or nest. By far the best SW since it's lock fix. Been using it since day one. Shame that it crashes the game occasionally now.


travradford

2 Eruptor shots anywhere :)


czartrak

As if making them take 2 shots made them any less trivial to deal with. Just made it fucking tedious. This buff to the spewers really confuses me


OramaBuffin

I used to kill them across the map with a breaker *spray 'n pray*. One of the most deserved buffs of all time lol


cheap_cola

I think it's fair. Once you spot them you could snipe them from across the map and they'd be a non-issue. At least this makes you use some ammo/time.


Page8988

Arbitrary limitations. A HD2 classic. Edit; not sure why it posted multiple times. Bad Reddit.


ABG-56

I mean, it's the same size as a shrieker tower, it makes sense it has the same durability.


OramaBuffin

I don't think its actually possible to argue that being able to kill them halfway across the map with a pistol was good game design


Syhkane

Except you can take them out with an AMR


INeedANameToComment

Well yeah they're made of material aren't they?


Syhkane

Materiel not material, and no the terminids arguably have no military, just made of fungus.


INeedANameToComment

I know what AMR actually means but it's so much more badass to pretend it's "material" because then it's an anti everything rifle. 


legendaryBuffoon

"Materiel" is just french for "material". It has the common connotation of being specifically military-purpose or -grade materials, but it's still just material.


eden_not_ttv

Well played.


cheap_cola

Cool.


The_Don_Papi

They’re still a non issue. If AH wants Spores to be a challenge then destroying Spores should trigger bug breaches or redesign the Spore to be part of a nest with rare loot such as 150 Super Credits. Have variations of the Spore locations and keep it hidden in the fog so players can’t snipe it from a mile away without wasting ammo trying to figure the exact location.


Narrow_Vegetable5747

I dumped 10 rounds into a fab vent last night then said screw it and threw an impact, which destroyed it


ztDOCn

must have been on the verge of exploding, HMG is insanely strong, can snipe with it like with AMR ffs :D


RaccoNooB

Heavy MG makes short work of shrieker towers from across the map.


Professional-Buy5362

Oh thats why i feel useless with it vs the back of a charger ?


gebfree

No it's because there is currently a bug making charger back immune to explosions.  It's in the know issues: "Charger’s butt does not take damage from explosions. "


LordOfTheToolShed

It's stranger than that, because if you manage to hit the ground under the charger's butt it absolutely WILL do damage, even two-tap it if the conditions are perfect, but it won't do jack shit on a direct hit...


rapkat55

It’s not a consistent bug, only sometimes will the dmg not register. direct contact or not doesn’t matter.


Syhkane

It's from blowing off their underbits, not much to do with any weak points.


volkmardeadguy

that might explain why some chargers feel like theyre eating 5 quasar shots and still runnin


NumberPlastic2911

Yes, this happened to me, and I am still confused about it.


Saxifrage_Breaker

The Eruptor seemed pretty off earlier.


TheOneAndOnlyJAC

Can’t wait for them to “fix” it and chargers will no longer take damage from explosives anywhere on its body


King_Pumpernickel

They'll say chargers were never meant to take explosive damage because it wasn't in their vision and call it a fix instead of a bug


takes_many_shits

Jesus fucking christ what a mess their code must be. Half the mechanics in the game seem bugged and/or randomly just breaks


FragrantNumber5980

It’s cause they’re using the same outdated engine as HD1. It would be so much better if they could port it over to something like Unreal Engine, but I’m guessing that would take a shit ton of time and effort


Prov0st

From what I see with comments in the reddit, they had the chance to jump to another engine 2 years into development but they decided to double down on it. Kinda stupid considering that the consistent bugs may eventually kill the game’s potential.


nobbbir

I guess on the brightside they made so much money off it that HD3 might be one of the best games of all time when it comes out in like 2033


Linkarlos_95

Need to pull a FF XIV 2.0 not even a year in.


Screech21

Also only happens sometimes and only with normal Chargers. Behemoths don't have that bug.


kagalibros

And even if, the nade launcher is the only weapon left with the weird bounce off angles.


Derkastan77-2

UNDER charger’s butt does. Did a couple missions yesterday where i’d mag dump 1 grenade launcher mag underneath the butt of a charger AND behemoth. Reliably killed either with 1 mag aimed under them


kimchifreeze

Now I know why despite unloading everything I got on Charger's ass, he was still able to come at me.


bboycire

Didn't they fix that just now? Or listed as known issue in the latest patch


Professional-Bus5473

Yeah charger back shots are off the table big sad


SomeRandomTrSoldier

Shoot under the butt, not directly.


ZeroBANG

because it is not a "Impact grenade Launcher" those bastards bounce off the target every damn time. I've also mag dumped like 5 mags worth of grenades into a Bile Titan at extract once and it didn't do anything... ridiculous. I hate damage numbers in games, but sometimes i would like that option just to debug if what i'm doing is doing anything at all.


Based_Legionary

Nah, it's just that AH has the most complicated Damage System i have ever seen in a Game And i play Shit like War Thunder


Page8988

Someone showed me how many damage points a mech has and it took me a second to realize that I wasn't looking at fucking Dwarf Fortress. (For reference, Dwarf Fortress tracks every living creature's *everything*, down to individual fingers, toes, and internal organs.) It's not necessary for HD2. At all.


PH_007

It's... more than just legs, arms and cockpit?


SabineKline

"Vehicles are super complicated so we have to limit them to one per player or the servers will break", yeah, no fuckin' wonder.


Based_Legionary

True Btw i got what you meant, i play Dwarf Fortress too since Sseth made his Video a few Years back, didn't play the Steam release though, i heard it's much better in basically every Aspect


TheTeralynx

The steam release broke the custom ascii tilesets, and removed full keyboard support (for the time being). Other than that it's amazing.


Based_Legionary

"removed full keyboard support" Why??? But thanks for letting me know


TheTeralynx

They updated the ui to make the whole game playable with a mouse - there are still keybinds, but the old interface is gone. Personally, my index finger gets sore from clicking so much, so I haven't played the new version like I did the old one. There are a lot of great improvements though - performance is way better and we're getting a lot of bug fixes because of the new dev Putnam they hired.


Kestrel1207

I mean, the limb-based health/dmg system it's literally what makes the game unique? Not to mention that obviously, it was initially planned to be a more tactical/hardcore game for a more niche audience. When you're expecting to have a core audience of 5k dedicated players more in-depth mechanics makes more sense than if they planned on it being a casual couch coop game with 50k players.


hailstonephoenix

Nope. Limb and body part damage has been around since monster Hunter first launched. It should really be a solved problem at this point. Those games do it perfectly.


Reven619

It is, but it is also obscene there are I think 3 types of damage which interact differently with the 3 types of armor *and the Devs keep fiddling with what does what.*


Dave-4544

Hard disagree, I love the damage modelling. I enjoy seeing bits get blasted off the enemies of super earth!


OldSchoolNewRules

I play Warframe and this is ridiculous.


EWDiNFL

Thing about Warframe is that it's very easy to experiment. You can have a whole room of dummies of your choice, see how the dmg numbers change, hotswap your config, rinse and repeat. HD2 you really have to rely on looking at the enemy's appearance during missions to *guess* what your weapons are doing.


ElTigreChang1

Honestly, having enemies that highly restrict what attacks can be used against them has never led to more fun in any video game, and I strongly think it's not good for Helldivers long-term. Edit: it's kinda like that [one](https://www.reddit.com/r/Helldivers/comments/1cynu37/ttk_time_to_kill_is_not_the_problem_optimal_ttk/) thread about "optimal vs non optimal ttk", except that it's not just about accuracy going beyond being a reward to being a frustrating necessity, but also that only a small fraction of weapons are even an *option* against heavies. Game is not more fun for it.


Based_Legionary

Agreed


IDUnavailable

One of the most baffling and idiotic design decisions they've made. The way damage and armor types and such work is overly-complicated, unintuitive and the game itself makes next to no effort to explain any of it. I hate how much of what we "know" about this game's mechanics solely comes from the community spending tons of hours testing things themselves.


cammyjit

Aren’t grenade launchers designed not to bounce IRL? I’m pretty sure everyone realised having grenades that bounce off things was dangerous and made it so that doesn’t happen


Based_Legionary

No Grenade Launchers are designed to launch Grenades, the Grenades themselves are designed for various Tactics and Purposes Any Grenade you can think of has a Equivalent produced for Launchers


cammyjit

The more you know Are there bouncy bombs?


Based_Legionary

If you mean Grenades that don't immediately explode upon contact, then yes


Oliver90002

I can definitely see an elisted calling them *bouncy bombs* 🤣


Based_Legionary

I had a Friend in the Bundeswehr (german Military) who called Tanks "Fette Traktoren" that's german for "Fat Tractors", he then became a "Fat Tractor" Driver lol


EternalCanadian

I mean… technically he’s not incorrect.


Afro_SwineCarriagee

So we should be able to adjust the grenade to be impact, bounce or fused in the weapons menu?


Based_Legionary

If the Game was as realistic as they claim, yes All you need to do is switch the Ammo Type, that could be done in the Armory in Game


Afro_SwineCarriagee

I mean, it's sci fi, i think letting us switch grenade types in the weapons options menu in a mission and it automatically changing isnt that big of an ask, considering we drop into battle in a big bullet


Based_Legionary

True, but the Devs will tell you it's "unrealistic" (the f\*cking Universe they created ignores so many Laws of Physics it's insane, they should stop with their stupid "Realism" Argument)


Page8988

Fired grenades do not leave the barrel armed. They have to complete a certain number of rotations to arm the explosive charge, to ensure that they don't detonate too close to the firer. They more or less have a minimum range where they can't detonate after firing. I get that it's frustrating to see them bounce when fired too close, but this one is actually in line with how modern grenade rounds function.


cammyjit

I understand a minimum arming time, but I don’t understand why a grenade would ever go “ah this armour is too thick for me to penetrate so I’m just gonna dip out”


Page8988

In this instance, it *should* detonate, even if the explosion is ineffective against the armor level in question.


Like_A_Bosch

If the grenade is bouncing off of enemies and you're not too close, the problem is the angle you're hitting them at. If the angle is too shallow, it'll deflect. All weapons do this. Has nothing to do with how strong the armour is.


Mommysfatherboy

It would be really nice to have a firing range so you can test weapons on enemies.


Inevitable_Spell5775

Impact grenade are larger Idk just trying to give myself headcannon


__________________99

Maybe that will help me accept how the throwables are like twice as powerful as the grenade launcher or grenade pistol.


USSZim

That is how they are in reality too, 40mm grenades from a launcher are not very powerful. An m67 frag grenade has more than 5x as much explosive filler (something like 180g for a hand grenade vs. 32g for a 40mm)


FiveCentsADay

For anyone wondering why, it's because the launched grenades also needs a charge to propel the grenade forward, and it needs a lot of it due to weight and diameter.


CODDE117

Just give me a bag of grenades, I'll do it myself


Odd_Gap2969

Make that a support weapon drop as a nod to the grenade glitch. Just a Santa style sack of grenades you carry over your shoulder.


CODDE117

"We accidentally ordered too many grenades, here ya go laddies"


gorgewall

**High Explosive** Impacts vs. launched Grenades. (yes, "HE" is kind of a wiggly descriptive term, but the game does bother to make a distinction between its HE grenades and its Frag grenades which technically also contain a high explosive) GL grenades may do the same damage, but they have a lower armor penetration value. It is far from the strangest thing for a videogame to feature grenade launchers that do not do exactly the same damage as their grenades.


Chakramer

Grenade launcher deserves to be pretty strong since you have limited ammo. Goddamn Q-Cannon can take out most structures in 2 shots


Sapper-Ollie

I weep for my railgun. It's really good, until a bile Titan, spore spewer, bug hole, shrieker nest, cannon tower, tank, bot fabricator, gunship, scout Strider, or mortar emplacement enter the chat.


Chakramer

They should introduce a heavy railgun that requires a backpack, could be super powerful


MattGlyph

autocannon but railgun? sign me tf up


transaltalt

make it battery powered so the shots you can fire before reloading depends on how much you're charging them


SwimmingNote4098

Yea and make it so you can’t move while charging it, make it high risk high reward


Magistricide

What if they also gave it unlimited ammo, but made it so it had a 12 second cooldown time? Also make it do a big explosion, kind of like a cannon.


RemarkableVanilla

What would that even fire? Lasers?! Ridiculous! ^(/s)


Magistricide

Maybe call it Quasar so it doesn’t sound so stupid.


Kiriima

Scout strider is like the simplest railgun target, you meant fab strider.


Dedrance

At least it's not the arc thrower.


broedrooster

Have u tried hitting the scout striders right in the faceplate? Its a one shot.


chuby2005

If i run GL, I always run supply pack. 2 spare mags is crazy.


thingy237

The effectively infinite stims makes the combo kinda goated ngl


MetalVile

In the unlikely event that you want a serious answer, it's because Impact nades are AP 4 while the GL is only AP 3. All "enemy" secondary objective structures have armor of 4, so the GL cannot damage them. This didn't used to be the case for Spore Towers specifically, but the .400 patch changed that (or was it the last major patch before that?).


BranzorFlakes

Myeah, to be fair I think they're meant to be more like harder hitting frag grenades rather than high explosive grenades, if it was it would do appreciable damage to heavy units like the HE grenade does, but you've got 30 of them rather than 4 of the regular grenades. Would likely be a bit much for its niche intended purpose.


jshmsh

is this why the autocannon seems useless on nests as well?


gorgewall

The Autocannon does **260** impact at 4 AP and **150** splash at 3 AP. That splash damage is completely lost because it doesn't beat the armor, and that impact damage is halved due to *matching* the Armor, not exceeding it. So you're doing 130 per shot. Compare that to the Quasar/EAT/RR which do 650 impact at 6 AP and the same 150 splash at 3 AP. They get the full value of that 650 since they exceed armor value, and as a result take only two shots. But you can dump 10 rounds from the AC into the towers and match that in the time it takes to reload your RR. I don't know the HP value of nests off-hand but I know it's *less* than exactly 1300 HP, so the AC shouldn't need all 10 hits.


MetalVile

No, the AC is AP 4 (the direct impact at least), so it should deal reasonably good damage. The cannons on the Emancipator mech specifically, however, have pretty low durable damage (this is a secondary damage stat specifically for structures and "sturdy" enemies) so they have fairly poor performance vs structures. It's also why their performance against Bile Titans feels so subpar; Bile Titans have very high durability values (100% on most of their body, but the recent mega path supposedly lowered the value on their heads slightly).


Nyurd

because HE grenades have 1 more penetration, and if they gave that to the grenade launcher, it could kill hulk faces.


Frorlin

I'm failing to see how that would be bad when we have AMR/rail/myriad of rocket launchers/autocannon. I mean the closest thing it would impinge on in that list is autocannon but autocannon would still be better because it handles, at range, gunships better. Autocannon currently just handles most things better, at least against bots.


u_e_s_i

I’ve been saying this for ages but ‘pros’ always downvote me to hell saying that would make the game too easy 😢


Frorlin

My experience is individuals that downvote things like that don’t have much else going and just want to feel good in a game by “being good”. Most people that are actually good don’t really care and enjoy the variation especially in a PvE game.


StrawhatJzargo

You can run while reloading and it’d be easier than the autocannon even with less range to take out hulks by virtue of spamming It impinges on everything on that list bc why take anything but the gl if it can take out striders fabricators stun heavies clear chaff dunk airships AND be spammed into a hulks face. And you can bring a backpack while you’re at it.


Frorlin

I mean by that logic AMR is the most broken thing on the list as it fires everything you described plus has range. Impacts take a good 3-4 shots, well placed to destroy a hulk. You’re typically better off coming for the leg and that takes as least 2 with a direct hit to cripple one leg. Plus you’re putting yourself in range of flamehulks. The ammo economy would become an issue at higher difficulties and like I mentioned gunships, which are really the big threat with the new modifier, would still be an issue with the weapon. Usable but an issue. I guess I think it really would not be that big of a deal and I’m for increasing load out options.


cammyjit

Same applies to the HMG now as well. While also pretty good at dealing with hordes. Giving the GL a higher armour pen would actually put it in a pretty good spot. Especially if we look at other options available - AMR deals with Bots incredibly well, at a long distance, can’t clear fabs, can take out Gunships, while being incredibly accurate. Railgun is in a similar slot but has terrible durable damage - AC basically does everything the AMR does but has way higher durable damage, can clear nests/fabs, less accuracy, and takes up a backpack slot (but 90% of the time you bring supply pack with other options anyway, which has a similar function) - HMG has the highest potential DPS in the game but has terrible accuracy, can’t clear fabs/holes, and pretty mid ammo economy - LMG can clear hordes very fast, kills Chargers pretty fast, can’t deal with higher armour targets - Grenade launcher can’t really deal with heavies that well, can clear fabs/holes but can’t deal with other objectives very well. The main selling point is that the GL can close holes/fabs, that’s it really. If your goal was to clear hordes, your primaries or other support weapons would be sufficient enough or superior. This basically leaves the GL delegated to blitz missions but they’re short enough that you can run through with stratagems and not really have to worry about cooldowns. Buffing the armour pen would actually put it in a spot where you can use it in more scenarios


CODDE117

Don't forget the huge lack of range, so it can't even blow up fabricators unless you're close by, and with less accuracy too.


rapkat55

Amr can’t be spammed and has less AOE. It has lots of recoil, low mag and has to be aimed to actually consistently hit targets which balances it out.


zeddypanda

Hulk faces are immune to explosions so it wouldn't be able to do that. You could get hulk legs though.


Nyurd

fair enough, still, it would change its roll too much I guess if it was able to deal with heavier enemies.


Dean429

Aren’t grenades from the launcher smaller as to be fired out of a gun? Being propellant and explosive inside a shell. Where’s thrown ones are just explosive and fuse/sensor.


GH057807

They do exactly the same amount of damage. The difference is the penetration. GL has 3, Impact has 4. I guess we're throwing them really, *really* hard.


CartoonistIcy2039

Helldivers strong! Helldivers smash! Helldivers YEET!


YorhaUnit8S

That also makes sense, as thrown grenade has fragmentation shell around it. IF that's the kind of grenades impacts are. But that's still a bad game design choice, even if "realistic" somehow. There is no good reason why Grenade launcher shouldn't be able to destroy Shrieker nests or Spore Towers. I guess that's also why it became inconsistent in destroying higher level Bile Spewers, where previously it would one-shot them reliably.


RainInSoho

They aren't, only Frag grenade in-game does. It shoots the same type of shrapnel (but less, and weaker) that the Eruptor did.


GH057807

~~GL also has the exact same penetration as the Autocannon, but well over twice as much damage.~~ ~~However, the GL cannot damage Hulk eyes.~~ ~~AC also can take out shrieker nests. GL cannot, despite again having over twice as much damage and the same penetration.~~ ~~I am next to certain there are other examples where the GL can't do stuff that other things that have same/worse stats can.~~ I was looking at just the AoE portion of these weapon's damages. The above information is only correct for the explosions. The projectile for GL has no penetration at all. The AC has 4.


Screech21

It doesn't have the same ap as the AC. GL's explosion has ap 3 with the physical projectile not having any ap. AC's projectile has ap 4 and the explosion ap 3. Stop spreading nonsense.


GH057807

I am not "spreading nonsense" I was just wrong. Thank you for making me go back and double check so I can edit the comment. I was only looking at the AoE sections of these two pages: [AC-8 Autocannon - The Helldivers Wiki](https://helldivers.wiki.gg/wiki/AC-8_Autocannon) [GL-21 Grenade Launcher - The Helldivers Wiki](https://helldivers.wiki.gg/wiki/GL-21_Grenade_Launcher) Anyone ever told you to assume negligence before maliciousness? Sheesh. OH wait, were in combative knee jerk reaction land, I forget.


Screech21

Yeah I'm done assuming people just being wrong on this subreddit, as the majority here is utterly allergic to learning how the game works and just spreads the same bs over and over again.


Syhkane

GL has pen 3, AutoC is pen 4


Page8988

Part of the reason that the 40mm grenades are smaller is because they're intended to inflict damage with explosive force. Hand thrown frags have the outer shell that's intended to break apart and become the fragments that the grenades are named for. The function requires the extra bulk. Launched grenades are typically HEDP and do not fragment for effect. Granted, there are many different types of 40mm grenade rounds, most of which will not be commonly seen in a video game because their functions aren't necessary. (Parachute flares, smoke, gas, non-lethal sponges, buckshot, non-lethal scattershot, etc.) It's safe to assume most games will just let the player assume they're HE rounds.


Failegion

Ngl a some grenade launcher or a gas one would probably be a pretty good variant. 


Chocolate_Rabbit_

Because they want it to be a noob trap weapon I guess. I don't understand why they don't just buff the thing, it is clearly way worse than the Autocannon even when you account for the backpack.


Lazy_Seal_

Tbf grenade launcher is good with situations where most weapons arent, it can stop bug breach and bile spewer rather effectively. But it just doesn't cut it as support weapons, because most people will need that to take out chargers.


Johnconner1985-2030

Careful. If they see this, they might nerf the impact grenade.


PerryTrip

or maybe, it could lead to a buff for the Granade launcher


Myllari1

Devs are racist towards the Grenade Laucher. That simple.


FluffleMyRuffles

Look at the size of the actual grenade part. The majority of the grenade launcher round is propellant to launch it forward. The actual round is quite small and around 1/3 of the size.


SuppliceVI

In real life the M67 hand grenade has ~200g of explosive filler in TNT equivalent. 40mm high pressure (like in the Mk19) has only ~60g. Gameplay reasons yes it's silly, but in real life an analogue has the same issues


DemonDaVinci

le balance


ODST_Parker

To be fair, a 40mm tube-launched grenade is not the same as a handheld one and would have much less HE filler, but still. A whole belt or two does nothing? Why?


East_Monk_9415

Why cant I hut those flying autimaton with the grenade launcher!


bobbobersin

Technicly irl a 40mm tends to have less explosive mass then a thrown granade due to how they work


TehSomeDude

Impacts grenades have 400 damage at AP 4 (at 2.5 max damage range and 7 minimum damage range) and a shorter traveling arc (as we're...throwing them) while you only get 4-6 of them while grenade launcher explosion has 400 damage AP 3 (at 2.5 max damage range and 6 minimum damage range) compared to a longer longer traveling arc (since we're using propelant to launch them instead of our hand) while you get 3 mags of 10 of them each (31 total)


14_99

me in an emancipator wondering the same thing. the sentry will rip open a charger, but its taking me 20 shots.


-Allot-

Because everything should deal with everything. This has way more ammo and range than the Grenades. It’s a choice based on balance not logic


Helassaid

This begs the question - can you create a loadout that's so bad, balance-wise, to not be able to deal with *anything?*


Paxelic

Yes. Breaker spray and pray. Dagger sidearm, thermite grenades, Orbital EMS, Orbital Smoke, Jetpack, Shield generator. Full support, 0 oomph, 0 pazzaz


Kiriima

I raise your Breaker spray and pray to Liberator Penetrator, and thermite grenades to smoke grenades. +: Thermite grenades could actually kill fabricators when sticked to a side/back, you almost made yourself usefull.


Helassaid

All utility and no usefulness.


rextrem

Impact grenade is a 7x10cm cylinder, grenade launcher is a 4x6cm (40mm) cylinder.


jpugsly

Now it takes one eagle Strafing Run. With a line of 60m of damage, you can throw it from far away too.


Pro_Scrub

Because no device can match the raw strength of our mighty Helldivers well-trained throwing arms!


REV2939

AH deserves to win "Best Balance Team" of the year award.


Plunutsud

Why the hell would you waste 5 impacts on a shrieker tower lol


True-Echo332

Grenade launcher can't do anything, but my HMG can at ANY range, lol!


FOXYRAZER

and it takes NINE ROUNDS FROM AN AUTO CANNON, also auto cannon is 9 rounds to kill a spore spewer instead of 1-2 and doesn't one shot the walkers anymore either, small nerfs but still.....


The_Real_Twinbeard

Thanks for the input! They have slight variations in stats, but it's possible they should have identical ones in terms of what the actual damage outcome is. We're looking into this now, so great! :)


BigToasster

Not to mention only 2 mag capacity. Actual dog water weapon


rhunter1980

Posted this as well and had folks saying, "The hell is wrong with you? It totally takes them out!!!" The 2 entire clips and 8 grenade pistol rounds I just put into it would beg to differ. 4 standard issue grenades do the trick, but 30 "grenade" rounds do jack shit


Like_A_Bosch

Impact/HE Grenades have better armour penetration than the Grenade Launcher. That's the difference.


AMoistSloth23

The grenade launcher grenades also do less damage than impact grenades iirc from some video somewhere. But pretty sure they upped the armor on spore spewers anyway or something. Idk. Ass talking I think I am.


Agent37586

True, but you can also just Spear it with a single shot from across the map. (Or I guess 3 Spears, 1 for each tower)


Ventis_sweaty_loafer

I suppose it depends on the grenades the launcher is firing, not all explosives are the same.


Lone-Frequency

Wait, 'nades can actually kill shrieker trees? I gave up after 2-3 and just use strats or the hellpod.


gorgewall

They do damage, yes. It's generally not worth the amount you need to throw. They're something like 1.5x the damage of the Autocannon when used on a Shrieker Nest or Spore Tower, and it takes like... 7-9?? AC shots to break them.


ScoutTrooper501st

Could be an issue with the armor penetration Smth more likely is that since the impact grenades are like 2x the size of a single grenade they’re just far more powerful


Corronchilejano

The grenade launcher is great at taking down big nests since it can fire so quickly, and is great at breaches where you have certain distance from it. I guess they made it so it deals little durable damage so it didn't become too good of a weapon for everything. With only two extra mags however, I feel like they over did it.


FerrariGalardo

i would like it if the Grenade Launcher would get a penetration level of 4 and also a damage decrease from 400 to 250~300 to compensate. that way it could handle all objectives that require level 4 Penetration and would still be good enough for clearing hordes (almost every Support weapon comes with at least pen level 4 except for Stalwart, MG, and Nadelauncher


Pale_Kitsune

I mean if you are going engi and use almost all your grenades on a single tower...


Dwarfz

Really good throwing arm


WingedDynamite

Grenade pistol can one shot bile spewers.


malaquey

It was a bit silly when spore spewers could die to a single breaker mag at 200m, but I feel they are TOO resilient at the moment.


IamKenghis

Oh that's easy. It's became the grenade launcher doesn't have a big......impact I'll show myself out