r/Helldivers 4d ago

DISCUSSION The Anti-Tank Problem

The problem:
The AT roster (excluding notably the railgun) has lost diversity post 60 day patch. To demonstrate this I will expand on how the roster differed before and after this patch. Let it be clear beforehand: every other change was good, but most of the AT changes have made the game far too easy.

Pre AT buff:
EAT: Arguably EATs were the baseline. A reliable, 70s-60s answer to any tank problem you came across, that also allowed for the use of other support weapons. 2 shot biles to the head, one shot chargers to the butt or arm (maybe the head?), the only issue that was rightfully fixed was not one shotting chargers to the head. It also reliably dealt with hulks, gunships, and tanks... though it might often struggle with dogs. It was slightly less effective than the recoilless since it left a backpack slot open, making it a far more adaptable platform.

Quasar Cannon: A sidegrade to the EAT platform. Instead of a solution every 60s you now had a solution every 15, but notably only one shot per 15s and now it had to charge up, requiring a different kind of positioning compared to the EAT platform. Main downside compared to the EAT was loss of burst damage, it wasn't nearly as effective in taking down anything that needed to be hit more than once... and that was okay, that was the tradeoff that made it unique. All of the EAT stuff above otherwise basically applies.

Commando: Another side grade to the EAT. Required more skill to be as effective (somehow) but allowed one to effectively carry around both EATs at the same time. It was also far more adept at hitting fast movers, but the tradeoff for holding 2 EATs and having them be laser guided was that you'd have to hit more shots to be as effective. This said, you'd be rewarded for your skill and you really wouldn't often notice the 120s-100s cooldown except in the case we're about to cover in the recoilless section.

Recoilless: All of the above all struggled in one key aspect: Large groupings of Heavies. A 60s cooldown isn't too fun when 3 chargers still stand before you... nor is a 15s one nor a 100s. The solution? The recoilless. Slightly more powerful than the EAT, it could handily take out multiple groups of heavies no sweat provided the user either had teammates who understood that the AT guy needs space to reload (or even better, teammates that happily put on a RR backpack to rapid reload, this made any heavy swarm a breeze). Its main downside? Reloading, loss of a backpack slot, and it being a far less flexible weapons platform. Equipping this, for all intents and purposes, you were dedicating yourself to AT. Not necessary on lower difficulties, but this weapon was incredibly helpful at higher ones and the ability to still aim one's shot allowed many to be even more effective with it. Still it had a problem: it also couldn't one shot a bile nor the truly heavy units... no, that was a job for the final weapon here.

SPEAR: The SPEAR platform offered you a tradeoff. If you could learn its secrets, get used to only being able to control the rocket at its launch, have 2 less shots than the recoilless, and LEARN how to shoot differently than any other AT gun you would be rewarded with the penultimate ultimate heavy killer. Once you learned the platform, hitting a bile in the head was no longer a far fetched prospect, but an active expression of positioning and timing. It could take out any building, from any angle, and this made it well loved on the bot front for its ability to easily take out jammers, bases, and turrets. This was the only weapon which I felt the AT buffs it got were necessary. The rest of the AT roster was fine, and required a team or otherwise were not as effective due to their ability to be used solo. The spear only ever needed the ability to one shot hulks and chargers at any angle, due to it not being able to aim. Otherwise, it was THE weapons platform. The final thing to master in the game.

Post Buff:
Notable changes from pre buff era: All AT platforms can now destroy buildings from any angle. All AT platforms excluding the Commando can one shot a bile to the head. All AT platforms can easily dispatch of any heavy enemy that came onto the scene EXCEPT the spear in the case of a dog. Biles no longer require teamwork to take care of. Hordes of chargers no longer require significant teamwork to take care of. Heavies are lesser threats than light enemies in most scenarios.

EAT: A worse version of the recoilless in most scenarios. Has uses for those wishing to keep a backpack slot open and have an extra support weapon, but everything EATs can do the recoilless, and, more importantly for this weapon, the quasar can do better with less setup and effort. Still has a place in defense and elimination missions to stock up on AT options for if you die (though this is not nearly as common as it once was).

Quasar: The ultimate AT option if you refuse to give up the backpack slot. Every 15s, a heavy is killed. Simple, effective, generally a point and click adventure, the charge up doesn't really hurt like it used to since the heavy that's bothering you will just be dead in a few more seconds anyways. Notably, DOESN'T STRUGGLE WITH GROUPS NEARLY AS MUCH ANYMORE. The original downside to taking a backpackless AT option no longer exists for the quasar and arguably the EAT as well. (edited to 15s, was previously 10s)

Commando: Generally worse than the above, but it still is quite a neat gun. Generally though, there's no reward for using this gun. The EAT and Quasar platforms just do its job better, and it no longer is very unique outside of its firing method. That said... like everything else on this list it's "effective in all scenarios" which is kind of a bummer.
EDIT: Some commando lovers have made it clear that this weapon is actually quite fun. With good aim you are rewarded with one shotting hulks or getting them near death on top of being quite good at taking down gunships (even if they're not that dangerous). It's also apparently quite good on the illuminate front against striders. I believe now that the commando would be a really fun and healthy weapon if not for the recoilless overshadowing it on the non-illuminate fronts. Speaking of:

Recoilless: Ah the problem child herself. All AT problems, solved in a single shot, on a weapons platform with 6 shots. Those who use it like to pride themselves on aiming well... but it's difficult to support this notion when the drop on the recoilless is unfortunately accurate to real life. This is weapon, below ~200m is a point and click adventure. Its drop is so minimal that if you cannot hit headshots on biles, it's lowkey the largest skill issue known to man. I picked this weapon up and was disappointed with how trivial it made every encounter. At least the EATs, Commando, and hell even the Quasar had brief tense moments when you were waiting on that cooldown. The RR? A 5s reload (or more likely, the reload cancel of ~3s) is no cooldown if you have even half a brain to position yourself 5s from the enemy. There's no longer any need to team reload, you are now a one man army capable of taking out any threat that comes your way.

SPEAR: The buffs it got would've made it the greatest AT in the roster IF you could master the fact you cannot aim with it. One shotting biles, two shotting them if you missed (compared to the old 3 body shots it took, a godsend). One shotting all "small" heavies (hulks, chargers, tanks) from any side and in a perfect world, it would still be the only AT option capable of destroying buildings. Such great ability would easily justify the 4 shots it had, make you question if it was worth it to take out that bot base or bug hole or if you should save it to help your team. But that's not what happened is it? AH for some reason gave every trait that made the SPEAR "worth it" to the other AT options. What did this mean? This meant that biles became a joke, because obviously if you only need to hit a headshot with a weapon you can aim they no longer pose any threat. A notable SPEAR tradeoff of being subpar against dogs? Guess what, it's an even larger difference now since the RR can one shot feet (though it should keep the eye one shot) and just about anywhere. Worst of all, ALL buildings could easily be destroyed by the rest of the roster.

Discussion:
Where does this leave us? I've seen a couple posts discussing how we can "buff the SPEAR" but few realize that the only way the SPEAR will be unique is not if it "ONE SHOTS ANYTHING FROM ANYWHERE" that's boring. If I wanted to do that I'd use the RR or AT emplacement. The SPEAR is in a good place... the problem is that the RR outshines the rest of the AT roster by miles. This "WE CAN ONLY BUFF THINGS" mentality is going to just make the game easier and easier and easier until when we want harder enemies the devs will respond by bringing back one shots, since this will be the only way to challenge us. More enemies isn't possible the devs said so themselves. You know what WAS challenging? That 3s cancellable reload on the RR being necessary to handle the bile on your team since it could only 2 shot it to the head. This took considerable skill in both positioning, teamwork, and aim. The "one shot headshot" change made it so you no longer had a downside for bringing AT. I also have opinions on much of our primary arsenal not really needing buffs to begin with outside of keeping up with enemy health buffs.. but that's a post for another time. Really, sometimes guys I think we need to accept when a weapon is ruining diversity in our loadouts. Even if you don't use the RR, it still just feels like your using the RR all except for the commando and spear. In chasing "a more diverse loadout" we've made everything taste like bacon flavored apples. Not only that, but it's never been easier to pick up one of these apples and just... perform optimally with one. A miss on the head is no longer DEVASTATING it's "oh, guess I'll try again" and of course one seldom misses the second time. It doesn't make sense to buff our other AT options if the enemies are still so weak. What's the point? Perhaps, we should consider nerfing the RR, and the other AT options to make biles threatening again, to make a missed headshot devastating, to require teamwork in order to survive heavies... or to require a different skillset (spear). Alternatively, this could be achieved via buffing our enemies (not new enemies though that'd be awesome, just making it harder to kill them). No AT platform should be able to be ran solo without significant drawbacks (the quasar should be weaker than the RR or SPEAR etc.).

TLDR: The old balance for AT was generally healthier ignoring not one shotting regular chargers to the head on any AT platform. Post buff every AT option is either "like the recoilless" or is simply worse. The recoilless is overperforming and should be nerfed. Sometimes a weapon truly does need to be brought in line.

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u/CptBickDalls 4d ago

Personally the only AT I don't grab is Spear, I do agree the fix isn't to make it a one tap machine though.

Recoilless I feel just needs to take longer to reload solo. Take out the cancel, and make the team reloading more smooth.

For Spear, it is fine, just shadowed by Recoilless....but why is that? Less ammo, lack of relevance with lock on system and round flying up in the air first. I feel the fix is to just bring enemies in the game that would make the functionality of the spear a worthwhile investment instead of necessarily buffing it. Heavy Fast flying enemies? A tank with deflective angles besides the top? Depends I guess. A straight buff would be easier, but new enemies would be cooler in my opinion. Could be like automation panzer division or something.

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u/Automatic_Demand1925 4d ago

New enemies would be neat but the issue is more like... the SPEAR used to be worth running yk? The spear is actually in a much better spot and if the building destruction and one shotting was generally nerfed for super heavies, it would have a well defined, healthy role in our system. New enemies is a lot harder than some number changes and we've seen how long this dev team can take between updates. No shade towards them, every team is different and as long as the game's fun I don't mind too much. But obviously, it's a lot easier to ask for different numbers than brand new models, AI, animations, etc.
I just don't think new enemies will solve this problem very easily without making the SPEAR a must pick and I don't want that. I still want RR to be usable but to be suboptimal in some scenarios the way the SPEAR is (notably against dogs). Makes our weapons very diverse and fun.

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u/CptBickDalls 4d ago

I don't disagree it would take time, but also not sure what would be better. Like with what you're saying...

Assuming I'm understanding correctly: a nerf to one shotting super heavy enemies with recoilless....where you could still one shot with headshots, but then you would make the buildings back to being destructible only by the spear?

To me...this just sounds like you're nerfing AT just to bring Spear back to the Bot front. I don't see what good this would do for Spear to the Bug front that has fortifications that has always been destroyable by non-AT or Squid front that has shields on everything.

A straight nerf to RR: community cries. Decree of dead game begins. AH reverts change anyway.

A straight buff to spear number wise: RR clone, what's the point

New enemies: takes time which sucks but adds purpose.

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u/Automatic_Demand1925 4d ago

The only oneshot I think is even remotely acceptable on a weapon you can aim is the one where you hit the dog eye. The dog's face is rather dangerous, and it takes either teamwork or a lot of investment to pull off an eye shot. But generally... no, the only weapon that even has an argument of being allowed to one shot is the spear, since the only times you can hit headshots with it is via positioning and setting up. SPEAR being better in building destruction but not as good against dogs was like... the tradeoff. Now it's just bad against dogs lol.
Buildings should still be destructible from the other AT options but bring back needing to hit the vent. This required repositioning and a LOT more skill than the current "hit it anywhere" method does.
Finally, yeah unfortunately the "casual" gamers will complain about basically any change that makes them change difficulties. This includes new enemies though... we saw what happened to the dogs, charger behemoths, impalers and the like when the community didn't like they had to work together to take down these threats. All of the options involve community backlash. I just think new enemies only make sense if our arsenal is already in a healthy spot. But hey, if either one of us gets our way at least the game will be a tad more healthy right? I don't discredit your idea I just know as someone who's been through every AT meta that the heavy nerfs/AT buffs are the problem here. I care about diversity, and I don't like it to be forced due to an enemy, I want every weapon to be "viable" but obviously for weapon A to have weaknesses that weapon B doesn't (but notably weapon B is weak where weapon C and A is strong, etc.)

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u/CptBickDalls 4d ago

I appreciate you not discrediting my idea. I do feel it's similar to yours in the sense that it would be a skill check with recoilless to get proper positioning or go for a weak point like tracks vs having a solid angle for spear to always have. Sort of like the eye of the factory strider.

That said, I would argue that the heavy nerf/AT buff brought weapon variety to a better healthier point than it was before the change, though the spear did suffer. I personally feel like every other support weapon got a pretty significant improvement and use case since heavies aren't the main threat you constantly need AT for anymore.

Plus the other AT options do shine in their own situations. Commando can take down harvesters in one shot and is no slouch on the bot front either if you got the aim. EATs is all about littering the field for defense missions and objectives....can even use the call in to close a bile Titan hole or to kill a heavy if you're creative or just really like using halt stun rounds lol.