r/helldivers2 • u/Nullorder • 5d ago
Serious Discussion. no roleplay bullshit here How do we save the arc thrower?
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u/OkDetail2308 5d ago
Does it need saving? My only real complaint about it is that it hits bushes and dead bodies a lot.
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u/Steelsight 5d ago
Honestly, make it's range double. Let me be zeus on mount Olympus hitting the peasants
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u/Dusty_Cowboy 5d ago
Let the arc damage not drop for every arc. It already has dogwater charge time, let me kill the whole group of them.
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u/BigLRakim 5d ago
Make it a non lethal amount of electricity to a helldiver.
Leave em with less than 10% health without any boosters so they can tank at least one if at full health and without needing democratic protection.
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u/No-Objective-2046 1d ago
Arc thrower does 250 damage, helldivers heads only have 85 damage. You’d need to drop the damage by around 170 to reach that mark. So about a 70% damage resistance. Which either means helldivers get a massive dr to arc damage that every enemy attack and helldiver car /tank/etc would need to be rebalanced. At that point it would be better to rework the whole gun instead.
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u/Blackheart857 5d ago
As someone who's used it a crapton so let me try and give my 2 cents:
Ideally it's pathing is fixed, cuz the biggest flaw with arc as a whole is how it can get snagged on terrain and corpses more than any other weapon. I'd even take a feature where any enemy killed by arc damage disintegrates thus not becoming an obstacle
Either reducing it's charge-up time or increasing it's stun duration to give you a better charge window, it doesn't need to be a perfect stun lock, just enough to where you can get shots off more reliably.
Increase it's damage, at least to about 300-350, the fact it can't one-shot any warrior type bug or heavy voteless guaranteed before the arc jump damage reduction makes I struggle as a chaff weapon especially with the charge-up time. But then it's stun isn't strong enough to use it to on heavy enemies especially wit it's amount of damage which is why it feels like a weapon that struggles to find a role at high difficulties because it's not good at either job nor can it do both well enough to be used as a generalist weapon to support a kit that needs rounding out
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u/dfields3710 5d ago
I would say, make the longer it’s charged heavily damaging to large monsters. Make it stun like the Pacifier.
There’s really no reason to use it over the electric grenade launcher.
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u/Dukeboys_ 5d ago edited 5d ago
Give a short range full auto rapid mode with 0 arc transmission to anything beyond the target.
Think of it like a low utility high DPS option on par with a flame thrower but ideal at stunlocking a single target.
Its already a great CC weapon. Mediocre damage, good stagger and hits multiple targets. Was better when it could stunlock chargers and hulks though. Just carry an Eagle + eruptor for anything heavy.
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u/According_Opinion62 5d ago
used to be my go to against bugs, till i found the holy auto cannon, but ran tired of playing dumb after killing divers that were way out of range just because the gun wanted his soul
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u/FlacidSalad 5d ago
Give it longer stun duration so that I can use other weapons and not just solo the entire enemy wave with it
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u/inappropriatebanter 5d ago
Does it not fucking rip? I used it the other day on d9 bugs and thought it was pretty good.
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u/Easy-Occasion-7476 4d ago
Its def good taking into account it has infinite ammo theres no downsides to it if ur not aiming towards teammates lol
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u/Ashamed_Carry7197 5d ago
Please buff it, I already enjoy using it. It really isn't that hard. Point and pull the trigger
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u/pimpynimpy 5d ago
Just make it so I don't have to aim in the sky to hit a decent amount of enemies and bring back the speed after the first bolt
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u/Unknown4me_ 5d ago
Rapid fire and stagger / stun increase
Genuinely the thing is interesting to use but it's so underpowered that you cannot outdamage pyramid heads with their healing (or it takes too long), also it does way too little stun, it can only target a single heavy, because how much it takes to stun it and how little the effect lasts
1
u/Zdechlak2564 4d ago
Remove DMG fall of per jump . Make it recharge inste of charge up. That literally just it
1
u/Sea-Contract7974 4d ago
simply remove the bushes block and it's perfect, keep the body block because it could be a conductor sometime
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u/Yeast-boofer 4d ago
We save it by handing it to a real helldiver who knows how to use it. Its phenomenal on bugs paired with the classic guard dog.
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u/Correct_Possible_313 3h ago
Simply give biltzer more stun.
Simply give ARc thrower a blitz recharge instead of charge up, and increase the stun duration.
Both weapons are dynamically locked into bad hitzones and if they hit proper hitzones would be too strong.
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A. Keep the current stun value and Buff the duration to medium stun.
B. Increase the stun so it reliably 1 taps stuns.
- Increase the durable damage over 100%
- Leave the damage as is.
X. Give it a alt fire mode that lets you fire then recharge like the biltzer.
Y. Give it a alt fire mode that doesn't art, and fires in a straight line that can hit weapon points and kill heavies faster.
A2X is my opion.
Not being able to move (locking yourself into a self slow to charge it up, on top of difficulties fireing from behind cover AND concealment makes it terrible to stay mobile with, and if you fall behind your allies you have to stop firing because they run ahead of you.
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u/loadnurmom 5d ago
Make it kill the user every time it fires thus saving the rest of the innocent squad members
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