Arrowhead Studios releases the first major rebalance patch for Helldivers 2, introducing a variety of new challenges and a few key nerfs.

The railgun is still effective, you just have to use the overcharge mode and be precise, they specifically left the overcharge mode at the same damage potential.

They also buffed other weapons, including the flamethrower and the laser Cannon’s wieldiness and armor penetration. This is also the very first balance patch, it’s not gonna be perfect, it already wasn’t perfect, try out some other options and strategies and see how they seesaw the balance. I think if they keep it up they’ll get it right.

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51Y

It’s not the same potential, though. It takes about 4 unsafe shots to strip chargers leg armor for example. Before it was 2 safe shots. That’s over twice as long and twice as much ammo.

all-knight-party
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1Y

They specify that to retain the damage output you have to target headshots and “other specific weakpoint shots to maintain maximum damage efficiency”. That’s a bit vague, but it’s not quite a full range damage debuff

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21Y

The leg is the closest thing to a weak point that a charger has, though.

Their butt is the true unarmored weak spot, I usually main autocannon and circle around and just blast the butt, once it explodes they start bleeding out and change to a slower animation set

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31Y

It’s not technically a weak spot, doesn’t take weak spot damage. Whereas an exposed leg DOES take weak spot damage

Huh, is that info in a sheet somewhere or something? They don’t expose that info in-game as far as I know

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11Y

That’s what they mean though. Weakspots multiply the damage received. Their only lever without redesigning the way weakspots function is to drop base damage.

The Arc Thrower for example ignores armor but does relatively low damage, however sometimes it will oneshot a beefier enemy when the arc hits a weakspot. Even with the flamethrower it is better to hit the charger’s armored leg because that is a weakspot on that enemy.

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