RS422 Railgun Stress Test & BREAKDOWN in Helldivers 2

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Published 2024-04-30
Edit: Armor penetration is 5/6/7 not 4/5/6 my bad, kinda slipped my mind with how little damage it does to anything at 5/6/7.

Just getting this video out there answering the burning question as to if the Railgun's buff was significant or not! This patch has certainly changed many things.. but how many actually did something?

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PATCH 01.000.300

All Comments (21)
  • @EravinVT
    Spent my whole 13 hours of Patch Day on this one, Railgun ended up being... an interesting subject to spend it on lets put it that way. Thanks for watching and as always my favorite comment will be featured at the end of the next video! Cya Next Time!
  • @starwither69
    Community: Please buff this underpowered and over nerfed weapon AH: Minor armor pen buff + Significant Stagger Nerf 👍
  • @stepheng618
    Basically it functions like the AMR without the accuracy, a longer reload, and less utility at range.
  • @arkhunter2002
    How it started: Rail gun is best gun. How it's going: I'm going to bed. 😅
  • I wish the devs would just remove the railgun and rebuild it from the ground up because it has such a huge identity crisis. Even if the damage and penetration was S-tier, it would still not feel powerful, since it is just a weak "pew", enemies don't get staggered and even if you hit they just topple over and die. It needs better sound and VFX design to actually make it feel good. It's a goddamn railgun, pretty much the epitome of "powerful sci-fi- weapon", and we actually see that in the orbital railcannon. It looks cool, has visual (and actual) impact and actually feels like a superfast projectile demolishing whatever is unlucky enough to get hit by it. So why isn't the railgun just the scaled down version of that? Why does such a powerful accurate weapon only have a basic red-dot when it is actually more like a artillery/sniper weapon? It needs variable magnification scopes. Why does it have a slow projectilevelocity? If we ignore the shitty ingame excuse "the portable version is just not powerful yet" (in which case: Why is it manufactured at all?), it should be the weapon with the highest projectile velocity in the game. It should be so fast you don't even have to lead your shots at a distance of 500 m! Again, the orbital railcannon does that so much better: You see the targetting laser locking onto the taget and then boom, not a second later the strike hits. Whereas the normal orbital artillery takes a while to reach your target. Real-life railguns produce a trail of flames behind them due to their insane velocity and cause explosions when they penetrate through a target due to the sheer force of impact that's unleashed... Why do the in-game projectiles just disappear into the enemies with minimal visual effects?
  • @pascual8506
    That's sad. I really like the high-risk, high-reward aspect of the railgun, but in the current iteration, the reward isn't there...
  • @Ligh7Bulb
    Literally no point seeing the other content creators when your breakdowns are so thorough. Good job bruh ❤
  • @ZuilzonDTD
    Quick note in the exploding factor of the gun, i was doing some quick tests earlier and wasn't paying attention so the gun blew up in my hands yet surprisingly, my hands were still there. Did this again and turns out it'll deal 50% of your HP if you have the Fortified perk which can be handy for those who are just learning the weapon and don't really have the times down pat.
  • @StegDarkhorse
    Thanks for suffering to share this info with us. I knew this wouldn't change anything just reading the notes, and after playing today it sure didn't feel much better. You can kill chargers slightly faster now, but you don't get a stagger... I don't know what compelled them to provide a nerf alongside a small buff to the weapon, but it sure feels like they don't want to admit they overnerfed this weapon. I really want to enjoy using it again, but I just feel like I'm not helping my team enough when there's better options I can take.
  • @Armameteus
    The problem seems to be that the devs rubber-band with their balancing ethos. They over-nerf powerful weapons, leaving them in a bad state to the point that other weapons fulfill almost every function the nerf'd one originally did and if they do provide some kind of buff again, they either nerf some other trait (keeping it bad in spite of the buff) or the buff is so inconsequential that it makes no difference. They see people talk about how good it is, then butcher it without really thinking, then get scared about buffing it back up because they think it'll be too powerful again.
  • @Metaspace2
    When I bought the game, I was in awe observing people using the rail gun. Then I made my way level 20, saving up slips to buy it - next day, it was nerfed to utter worthlessness...and it obviously still is 😢
  • @shapshane8241
    a video explaining armor values and hardness would be greatly appreciated😊
  • @CaptainGrief66
    I can see what the Devs were getting at with thr Railgun, it doesn't do a lot of damage because it's not an explosive, high calibre projectile like the 84mm HEAT shells of the Recoilless, it's a small, high velocity solid bullet, realistically it'll only damage what it smashes through, it should reward accuracy even more, maybe with a longer range scope, and with a bit more stagger (and probably higher muzzle velocity) I'd also appreciate if we got more Ammo-type Backpacks, like a backpack that hooks up to energy weapons (mainly lasers, arc and the Railgun) to allow better charge up speeds or none at all and a slight increase in damage, that sounds like a cool choice to make for a dedicated build Or, what about a shoulder fired variant of the Railgun? Slightly more spool up, maybe a three round magazine, with Autocannon ergonomics but actual anti tank penetration, with the caveat that it needs a battery backpack
  • @JohnGrahamDoe
    Just giving the stagger back is all I ask. The lack of damage versus the hardest targets is fine, as long as we can support by staggering
  • @codex458
    Finally someone explains and shares my love for the railgun. I’ve said since day 1 that the railgun and rail cannon, due to science behind it, are my favorite things to use. Great vid! Got my sub.
  • @Keithslawinski
    I've noticed a trend of the devs slowly removing support weapons abilities to deal with "hard armor", and it is getting frustrating. With gunships and factory striders there are now WAAAAAAAAAY too many enemies that are immune to medium armor pen, AND when you can pierce it, you are dealing with "structural damage. Arc thrower got a distance nerf so it can't damage gunships Laser cannon just got a structure damage nerf after players found out it was amazing at taking out structures. The railgun is seemingly WORSE than the AMR at dealing with structures which makes no sense. All this is frustrating, but it would be manageable if the stragagems could offset this power vacuum, but there is not a SINGLE orbital/eagle that can take out a gunship, 110mm have shit accuracy and that doesn't seem like its getting better, and the new airburst is basically a troll against airborn targets. Despite all the "buffs" given to other weapons, the devs rarely give an increase to the ability to hurt hard targets, and seem to only be adding more hard targets to the game (in the form of mission objectives and enemies). IF anything, outside chargers, the game has only gotten more difficult on every front.
  • @Akantorz
    Against Bots, its a no-go, why? It does ass damage against the Gunships, meanwhile the AMR and LC will rip through them. The only advantage the railgun has is the damage to the Hulks, it loses to the other two at: Killing tanks Devastators Laser Cannon Turrets Factory Walker Small mob clearing Opening Crates. I HIGHLY advise you avoid using this gun until they buff the use against structures, but who knows if they will, as they seem anal about it right now as they even made the LC (Laser Cannon) take longer at killing the Laser Cannon Turrets than it use to take.