• jballs@sh.itjust.worksOP
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    2 months ago

    From the Helldivers Discord, it sounds like the only explosive rounds that are reflecting are the Eruptor. Other explosive rounds are not reflecting. They are removing shrapnel damage from the Eruptor temporarily as a result.

    Hey, everyone!

    The teams have been hard at work testing a number of community issues today, mainly focused on the changes to ricochets and shrapnel. In response to a previous post on reddit, we looked into the possibility of rockets and other explosives being affected by ricochets. This has since been debunked by the community, but nonetheless, our Ministry of Defense team also ran a number of tests today and confirmed that rockets and explosives are not ricocheting.

    However, we have noticed another issue through these posts and community feedback that has identified the possibility for shots from the R-36 Eruptor to explode and rebound shrapnel at the shooter, which has a high enough damage value to instantly kill the player. To prevent this, we’re looking to completely remove the shrapnel effect from the Eruptor but will be increasing its hit damage as a result. This should make it less lethal to the operator but just as powerful against enemies. It should maintain its destructive power, and as it is still classed as explosive, it will not lose the ability to break objects, close holes, destroy fabricators, etc. This will, overall, be a buff to the weapon as shrapnel played an almost negligible part in the damage and power it dealt.

    Currently, with the systems in place, only small arms should be able to ricochet on armor. If you see an explosive VFX at the point of impact, the projectile is not causing a ricochet, as explosion effects are not triggered when a ricochet occurs. Shrapnel, however, can still explode outwards from the point of impact and kill the player.

    We apologize for this misunderstanding and thank you all for investigating these new changes so diligently, and for passing on your feedback to us. Hopefully this makes sense and these changes should help everyone survive better!

    • Chefdano3@lemm.ee
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      2 months ago

      That’s ludicrous what they said about the eruptor shrapnel. The shrapnel is what made the weapon good. It was let you take out an 8 bot patrol of raiders in a single shot, it’s what let you destroy fabricators at awkward angles, it’s what compensated entirely for the incredibly slow bolt action chamber you had to do after each shot. Only being able to kill one enemy at a time will make that weapon be awful. It basically becomes a way slower way worse AMR.

      • QuadratureSurfer@lemmy.world
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        2 months ago

        Played last night and it still does some area damage, I could still take out tight groups of bugs at once, but the overall affected area does feel a lot smaller…

        That being said the new Airburst Rocket Launcher is my new best friend for taking on swarms. Getting used to how the cluster bombs pop off will help you use it even in close quarters and survive (but timing your dodge/dive will probably be a major factor here).

        • Chefdano3@lemm.ee
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          2 months ago

          Yeah I had a feeling that they wouldn’t remove the air entirely, but I still think it was kinda important to the weapons success. Oh well, I use the dominator anyways, so I’ll just stick to the old familiar, even if it has become a weakened little pea shooter.