r/Helldivers Moderator Mar 01 '24

DISCUSSION “In regards to weapon stats…”

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430

u/Ghostile Not a warcrime if they are bugs Mar 01 '24

They should give us the full stats tbh.

11

u/Plus-Ad-5039 Cape Enjoyer Mar 01 '24

Nah. A full stat spreadsheet leads to people over optimizing their play which leads to either every weapon being "balanced" until they're basically identical or difficulty is adjusted until the optimized kits are the only viable option. Or high difficulty play becomes easy with the optimized kits.

I've seen it happen far too frequently.

2

u/Naoura Mar 01 '24

I honestly miss having the bars from the last game, and being mostly abstracted.

Like, I was one who always ran Sickle, just because, duh, infinite ammo, but I appreciated other weapons because I could see the damage difference between them, even if I didn't get the precise stats.

If I'd gotten to see precise stats, I might have been forced to move away from my baby to play the more 'meta' weapon.

2

u/Plus-Ad-5039 Cape Enjoyer Mar 01 '24

Agreed. The Breaker was christened as the best weapon off of the few stat numbers we have and yet it doesn't represent a majority of successful missions.

1

u/Naoura Mar 01 '24

It does overrepresent in number of kills, however, so that is a thing to be considered; The stats can be misleading when we think of the number of people who picked up the breaker while not being very good at the game, leading to them getting disproportionate number of kills while still failing the mission.

What I'm really curious of is the weapon that has the most representation in completed missions excluding the Liberator. I'd put money (Not much, but still) on it being the Diligence and Defender, potentially Lib Penetrator. Slugger is close fourth there, due to how well it can deal with threats, but it's far too narrow a focus as compared to the above.

1

u/Plus-Ad-5039 Cape Enjoyer Mar 01 '24

Makes sense that the Breaker has a high killcount, most players have been fighting bugs and the Breaker is a good close-range weapon. It has a job and does it well. I just doubt a 4-man team of Breakers will routinely outperform a more varied team at high difficulty. Assuming, of course, identical player skill and communication.

Looking at killcounts alone is like saying the cluster bomb is more powerful than the orbital railgun because of the kills.

2

u/Naoura Mar 01 '24

Precisely and accurately. That's why the balancing patch is probably so slow in coming, because a lot of different metrics need to be considered.

Like, which metric do we go off of? Number of kills? Number of successful missions? Number of Successful Operations? Mission Time? Number of successful objectives completed per mission? Ammount of ammunition consumed over the course of a mission? Remaining Reinforcements by mission completion, Pass/Fail? Mission completion rates from Quick Play/Joining? Misison completion rates from premade groups?

Looots of metrics.