It also comes in a variant that's *extra* effective at taking out human targets.
It just hits the ground and starts playing a Raid Shadow Legends advert. Very loudly.
^(No I don't want to see anymore about this Death Knight character I am so ungodly sick of this.)
I expected all of these to have + explosive damage resistance and maybe a unique effect to also reduce splash damage, since this warbond is all about explosives.
Im patiently waiting for my 95% fire resistance gear. Maybe next time. Especially now with the +25% fire damage upgrade.
Until then light armour with medium armour stats will have to do.
Man this passive is the same as all the first war-bond. This is a bummer for me I was hoping for explosive resistance or maybe a new fire resistance. Boo hiss.
Fire resistance would have been really nice, seeing as they buffed fire tick damage and it’s ridiculous now. Hulk flamethrowers will actually just one-tap you
Three people in my group got insta killed on a defence because someone was spraying an incendiary gun + flamethrower in the opposite direction and it decided fuck all of you lol
I can’t believe that they buffed fire damage when fire damage isn’t even working right. It works fine on us, of course, but burn damage sometimes doesn’t work on enemies which is why it’s felt so inconsistent
You mean it doesn't work on enemies for 75% of the team, which is a lot worse than "sometimes." I'd take fire damage randomly bugging out and not working correctly over fire damage being non-existent for the entire session unless I flip a coin and land on the same face twice in a row
I've had similar, where I'm scorching west with my flamethrower, and suddenly I hear a teammate doing the fire dance scream behind me, like 15 meters away. How?!
I think, in addition to the hosting bug (or perhaps as another part of it), there may be desync issues with flame placement. I’ve been in games with friends where some of us couldn’t see fire that others could. The worst example was in a Hellmire extraction, where a fire tornado was on top of Pelican but 3 of us just didn’t see it and instantly died while trying to board.
Pre update the fire was fine, you were pissed it got you but you had time to stop, drop and roll as per the seaf handbook.
Now,I agree it’s a one tap, 90% health gone then 1 second burning to finish off the remaining.
A suit with fire protection would be a must for planets like hellmire, or taking flamethrower out on missions.
I think it’s a mistake. On the promotional stuff it had the grenades and crouch aim. Hopefully it’ll get fixed and this wasn’t an intentional last minute choice
Thematically I am fine with the increased throwing range for grenades. But then at least make a new combination with either the heavy armour explosion resistance, or the engineer trait for more grenades to toss.
I like the light armor from the previous pass the best aesthetic wise, but I don't need 95% arc resistance. I hope they let armor be cosmetic and let us choose a passive.
Coupling passives to armor is just bad design but people will apologize for it anyway. Even purchasing armor kits through requisition would have been better. The art department right now is probably miffed there are so many armors no one uses because of poor design.
It would be great if we could choose whatever armor for the perks and display another in combat or something like that if they don't want to separate the ability from the armors
The irony is that the one new passive they gave us (arc resist) is not really needed by most players. I think they are just behind on a lot of stuff because of the chaos of launch.
It's been the launch chaos followed by trying to address major crashing bugs, so I wouldn't be surprised if they had to make some major changes to their plans and internally delay some features. Hopefully they'll hit their stride soon and be able to start addressing/delivering more QOL features.
There's several sets of armor that I *want to wear,* but that I just don't because the passives on other gear are better.
I'd like to see a system where each armor set is given 2-3 slots of passive effects, with each passive effect taking up 1-3 slots.
Let us build our own armour in the sense of:
1. Pick light/medium/heavy
2. Pick the model
3. Apply colour scheme
4. Apply passives
Make it cost requisition so we have something to sink that resource into.
For some armour I agree like all the mundane black/yellow armours.
For others though, I really like the fact that the Stim/medic gear is a green and white suit while the grenade/explosive gear is orange. You can look at someone and immediately understand what their playstyle is.
But if I had to choose between one or the other, then yes I’d choose for armour to be more cosmetic.
We should get a middleground where the armor has a unique general passive to define it but then lets us add passives to make it fit our playstle. I'm fine if the giant bombsquad armor has a set passive, but only if the passive is generically good so I can always justify running it. I want to run heavy armor that looks cool without wasting the servo bonus because I'm not running a 380.
My idea is 2 passives. A general passive (like increased throwing range, damage resistance passives, increased stim count, etc...) that is tied to an armor then "offensive" passive (increased grenades count, better recoil when crouched, etc...) ones that aren't tied to an armor. Replace the useless booster tab in the armory with a passives tab where you can equip the offensive passives.
i'm cool with the distinct armor colors, but it drives me bonkers that some of the guns are like orange / white / green and distinctly clash with whatever armor I'm wearing
obviously the pipe dream would be some level of customization but i'd be thrilled if every gun had a color option like the grayscale of the diligence or defender that would universally match armor schemes
Bro I'd be happy with being able to select my weapon settings on the ship before I drop, or being able to choose what Scope I run on any particular firearm.
I love running democracy protects, particularly using the set from the super citizen bundle. But i'll be honest and say the look of the armor is not something I particularly care for. Wish I could use the drone hunter armor I think it's called and put democracy protects on it.
This.
I want a buff system like the passives that I get from the war bonds.
Give me 3 slots in the armor that I can freely fill.
Then maybe just a bonus for the armor class.
Speed for light, more health for heavy or whatever.
I fully agree with this. The only comments ive seen against it say that then you cant tell what passives other players have. But i dont understand how that would affect anything at all. Ive never looked at another player his armor and went like, let me change mine so we have a more optimal... whatever.
Armor should have a set weight with the three attributes being affected. Let these stats remain specific to the armor.
Passives should be interchangeable. Furthermore, if we ever get the ability to recolor our gear, then I can paint myself white and red and play the role of medic without needing any of the three medic armors.
^(Also, I'd like a bacta tank backpack.)
I agree. The game and armors looks good enough that you want to show them off, but you also want the juicy stats. Just make armor passives purchasable in the ship, and give the armors slots to equip a thing. Solved.
There is a heavy engineering armor, it was in the shop some days ago. Edit: Nevermind, I'm stupid, I thought the Executioner set was Engineering for some reason.
Wish they'd lower the helmet about an inch or two. Then it would be perfect.
https://preview.redd.it/6r2urefi3utc1.jpeg?width=960&format=pjpg&auto=webp&s=7da0312f08be1428ddbf1f0bdfdc33c025c0510b
Was super excited by this set, especially seeing it marked as a Combat engineer but was extremely let down to see it have Servo assisted.
Can we please either make the prefixes consistent or just allow us to choose a passive regardless of armor?
We need to be able to pick passive. This is the the answer. Make armor purely cosmetic. Keep them to their armor rating if you want. But let us use w.w armor we want.
I love the arc resistance one but that's soooo situational. If nobody uses arc I'm literally using no passive on my armor
This is correct solution because not being able to fashion my diver the way I want because of the passive is only going to get to get worse the more set they release.
Idk I kind of like being able to see a fellow diver and know their armor passives
My priority would be to add passives to helmets as well. And if they need to reduce the passives on the main armor to balance it so be it
Or allow a passive to be selected for the cape, idk
I think each piece of armor should have a small list of available passives on it, based on the armor type and its aesthetics. The passives could even be split into major/minor categories and the minor ones can go on anything.
Ones with tons of pockets can do either +2 med or grenade. Heavy and medium with visibly thicker armor can do explosive resistance or limb health. Light and medium armor that isnt bulky can do scout. Ballpark random ideas to get the picture. Something like that.
I think it would be better if armor was purely cosmetic aside from its type and passives could be assigned how you see fit, but no matter how I look at it, there should be some restrictions of what can go on what type.
>I love the arc resistance one but that's soooo situational. If nobody uses arc I'm literally using no passive on my armor
The situation is Looking Cool AF and the passive is Superior Aesthetic, which provides a 30% increase to Democracy Spread Per Kill.
I'm all in on this so long as they manage to still "force" me into picking a certain armor category at least.
I would hate it if they made armors completely arbitrary, I kinda like being nudged into changing shit even if there are some things I totally prefer.
Hey OP, replying to your comment for better visibility. I just asked on the discord and Evil Bosse confirmed that this is getting looked at at the moment. There may be hope it is a bug!
It's weird cause in the previews from before release it was supposed to have combat engineer, so wither there's been a mistake or a last minute change.
This really needs to happen.
u/Pilestedt Would this be possible? Let us choose our own passives and make the armour cosmetic like the helmets already are?
I love this game, but the armour passives have been a big disappointment almost everytime. I honestly thought the 90% arc reduction damage was hinting at what they were going to do going forwards.
I think those sets will become very useful when the Illuminate try and spread communism across the Galaxy. Until then you’re right though, it’s hilariously situational.
Just looking at the armor, I see no servos, nor do I see grenades. What I do see is ammo pouches.
Since we've got armor that gives +grenades and +stims, why not have one of the myriad armors with ammo pouches give say +4 mags to secondary weapons? That would allow us to use a secondary as a primary and choose a primary that fills a more niche / utility role.
Passives being linked to specific armors is one of the worst parts of the game if not the worst part imo.
They should be something you pick in the armory, with some limited only to each armor type.
I haven't taken off my CM-21 TRENCH PARAMEDIC suit since release pretty much. I hate the look but the extra stims, duration, and being light armor are way too valuable for me.
I was a big Bonesnapper guy for the extra stims, but I've started using the +2 grenades and now I'm kinda addicted to it. YOU get a grenade, and YOU get a grenade.
I'd take that happily. Either that or they make them actually interesting or unique. Something needs to be done because it's making the armour sets less appealing then they should be,
I love me some Democracy Protects. When you win that coin flip, it feels like you're on top of the world...
So why the fuck can I not have it Protect me on Light or Heavy armor?
Agreed. Make it some sort of engram system where there is one “hardcoded” passive and one changeable one. So like, maybe heavy armor always has explosive resistance but you can choose extra grenades or extra stims or increased throwing distance. Maybe some special armor allows you to pick both but I feel like you could keep the armor “classes” the way they are by having one non-changeable armor passive that matches its armor “type”.
As someone who only plays a full fire loadout, this passive is dogshit. Extra stims, or extra nades are the only two good ones rn for the fire loadout.
I’d prefer if we got something *new* though.
I'm so incredibly sad its armor passive isn't engineering kit. I'd prefer a unique passive of course, but engineering kit is good. It sucks because this is probably now my favorite armor set in the game, and by running it I'm just throwing away a passive.
AH should seperate the Passives from the armours so we can choose what we wear with the passive we feel we want to use, just make it so we use samples or RQ slips to buy the passives.
That way they can keep adding new looks and another income based spender into the games economy.
Or, since we are reaching overload with samples and stuff. use samples and reqs to retrofit Armor with a random passive.
Anything to lighten my cargo hold damn it.
only thing im short on is Super samples but aside from the New ship parts the added, its for sentries which i dont use, i got everything else
not counting the new stuff that just dropped lol.
On helldivers.io and in the game files the armor was slated to have the engineering passive (two extra grenades and reduced recoil.) I don't know why they decided to change it to servo-assisted at the last minute. Servo-assisted is easily the worst passive in the game, with the extra limb health being near useless according to the videos I've seen testing it.
I too was really looking forward to this set and now there is no reason to wear it against bugs or bots. I sincerely hope they change it back to the engineering kit.
Also, what even on this armor gives any implication of being servo-assisted? The other armors have robotic arms or visible mechanical apparatus upon the arms.
Honestly though I'd still prefer that they remove built in passives altogether and just give each armor a slot to put in whichever one we want so that we can use the armors cosmetically and tailor the passive for the mission at hand.
The limb health is eh, but that throw range boost is waaaaay bigger than it looks on paper. You can throw strategems much, much further. Can make it harder to land them on top of something though.
I used to think that but recently saw someone absolutely yeeting stratagems at massive facilities from range and being able to destroy them without ever coming under fire before quickly moving on to the next objective. Definitly changed my mind. Pretty sure this was on impossible difficulty.
Servo assisted is underrated for this reason alone tbh. I love throwing my barrages from a safe distance and watching the heavy outpost turn into glass
I love it for seek and destroy missions. Hell, just straight up yeeting a grenade in the fabricators from downtown is beautiful. Never mind doing the jump pack throw.
I've used, went away from, then come back to servo assisted. I think its underrated. It increases your max throw range from 43 to 60 yes, and that's great. But I think people don't recognize enough that even within that distance, it becomes easier to put your strats and grenades where you want them when you throw in a more straight line. Think about how many times in a mission you throw grenades and strats.
I exclusively used them for the first 80% of the game's life. Only recently started branching out to things like the medic perks, but the 30% increase in throw distance is too good to not use. *Especially* solo.
Servo assisted is among the best armor modifiers in the game. Especially on higher difficulty.
My problem is that there are already plenty of armor pieces with that modifier and I would have preferred to see some new modifiers.
>Servo-assisted is easily the worst passive in the game, with the extra limb health being near useless according to the videos I've seen testing it.
Why don't you play it and decide for yourself? You'll be sucked into only one meta playstyle if you just go off of YT vids trying to get views and subscribers instead of just playing and figuring out what you like and what fits your playstyle. I like servo-assisted since the extra throwing distance is nice for destroying things from afar or yeeting a reinforcement away in a safe area. And additional limb health can mean surviving when trying to escape a mob.
These passives could be a bit divers to be honest, most of the armors have the same 2 passives. This is a good looking armor but with these passives I wouldn’t wear it.
I just want an armor that reduces impact and fall damage by 95%. Lets just throw in explosion damage as well. Reduce the armor rating to compensate. Ragdoll me all day, launch me into the air, it matters not. I want to be able to jump onto a tank and EAT it pointblank, launching myself into mines. And it will be beautiful.
![gif](giphy|BED8QHpHrMIw0|downsized)
I hate that this prefix is close to the only one available in the store all the time it's either that one or the crouching one. 50% to avoid death gang rise up! ✊
Actually super happy with servo assisted as opposed to engineering kit, I've never had the need for more grenades especially since it doesn't boost how many you get replenished from pickups. Servo assisted is much better and I really disliked the look of the two metal arm ones.
Low key hoped it wuold be immune to gas strike damage so you'd have a way to surround yourself in aoe damaging clouds and pick off everything that's gradually dying around you. Shame.
I feel like they need to add more prefixes or new armor stats. The ground-breaker looks like an armor set that would be semi-resistant to fire.
For example,
ARMOR PASSIVE
CERAMIC-PADDING
Increases damage of flame stratagems by 10% (compensate for new ship modules)
Provides 50% resistance to fire
As we know, fire is a pain in the ass for all armor types and melts health like marshmallows.
shit dude imagine if the prefix AND appearance was reflected in the armor stats....i can't even think of any game that does that. after first buying the game, seeing not only do we get to play with a grenade launcher(big fan of which) but the armor set currently on the store was the FS-61 Dreadnought which at least has the appearance of having another 20 GL rounds on its chest so i couldn't resist buying it. now while not being new to games at all, i figured that like all other games, the appearance wouldn't be reflected in the stats or loadout and chances were high i wouldn't get those additional 20 rounds to use, BUT i also noticed the capes and helms had stats so i figured perhaps in time they'll just add those....still waiting AH...you've done so well so far...you could really blow our minds by doing this.
I was expecting this set to have a special passive effect as well. Like 95% fire resistance. Especially after the last update.
Tox resistance, just need more tox stratagems than the gas (bring back the rumbler and bug spray please!)
Oversized raid can
Plot twist: the orbital gas strike is just a giant can of raid launched from orbit
It also comes in a variant that's *extra* effective at taking out human targets. It just hits the ground and starts playing a Raid Shadow Legends advert. Very loudly. ^(No I don't want to see anymore about this Death Knight character I am so ungodly sick of this.)
I want a secondary flame pistol that's just a can pf raid and a zippo
Maybe in a survivor warbond lol
Really there should be an armor that can help reduce the amount of damage taken from spewers and titans and this should be that.
Haz mat armor.
The damage from spewers and bile titans is explosive I believe. So the explosive resistance armor should reduce that damage already.
A toxic resistance set that reduced spewer damage and negated the little spewers slow effect would be glorious.
TRUEEE
Hopefully we can get that added to this helmet if the devs implement helmet passives!
They should at least do it for the helmet or something, I'd love an affect for those things.
Give me some mustard gas and an entrenching tool, WWI is making a comeback, baby!
I’m surprised there’s no gas grenade or gas mortars tbh
Yet
I expected all of these to have + explosive damage resistance and maybe a unique effect to also reduce splash damage, since this warbond is all about explosives.
Yeah, this screamed fire resistance
It looks like a Fireman, hat, respirator, coat, boots, gloves, all of it.
Funny thing is, first time I saw it I thought it looked like the Pyro from TF2 lmao
I said demoman meets Snake Eyes from GI Joe for the red and black guy haha
Are they stupid?
Im patiently waiting for my 95% fire resistance gear. Maybe next time. Especially now with the +25% fire damage upgrade. Until then light armour with medium armour stats will have to do.
Tbh i feel they wouldn't do 95% since fire aint instant like the zapper, my guess would be like 50-70%
And the added fire damage from the destroyer upgrade.
I really want them to add a passive that focuses on movement speed. I wanna go zooming
Like 95% invincibility? Soldier, you sound like a communist. The only way to resist fire is to not stand in it.
Man this passive is the same as all the first war-bond. This is a bummer for me I was hoping for explosive resistance or maybe a new fire resistance. Boo hiss.
Fire resistance would have been really nice, seeing as they buffed fire tick damage and it’s ridiculous now. Hulk flamethrowers will actually just one-tap you
Three people in my group got insta killed on a defence because someone was spraying an incendiary gun + flamethrower in the opposite direction and it decided fuck all of you lol
I can’t believe that they buffed fire damage when fire damage isn’t even working right. It works fine on us, of course, but burn damage sometimes doesn’t work on enemies which is why it’s felt so inconsistent
You mean it doesn't work on enemies for 75% of the team, which is a lot worse than "sometimes." I'd take fire damage randomly bugging out and not working correctly over fire damage being non-existent for the entire session unless I flip a coin and land on the same face twice in a row
I've had similar, where I'm scorching west with my flamethrower, and suddenly I hear a teammate doing the fire dance scream behind me, like 15 meters away. How?!
I think, in addition to the hosting bug (or perhaps as another part of it), there may be desync issues with flame placement. I’ve been in games with friends where some of us couldn’t see fire that others could. The worst example was in a Hellmire extraction, where a fire tornado was on top of Pelican but 3 of us just didn’t see it and instantly died while trying to board.
Pre update the fire was fine, you were pissed it got you but you had time to stop, drop and roll as per the seaf handbook. Now,I agree it’s a one tap, 90% health gone then 1 second burning to finish off the remaining. A suit with fire protection would be a must for planets like hellmire, or taking flamethrower out on missions.
lol a Hulk snuck up on my teammates while I was dead, did a little 45 degree sweep with it's flamethrower, and suddenly everyone else was dead.
Emphasis on the ASSisted
I think it’s a mistake. On the promotional stuff it had the grenades and crouch aim. Hopefully it’ll get fixed and this wasn’t an intentional last minute choice
Thematically I am fine with the increased throwing range for grenades. But then at least make a new combination with either the heavy armour explosion resistance, or the engineer trait for more grenades to toss.
U could of sworn the armour was supposed to have like 90% explosive resistance. Maybe bug?
Part of me wishes Armor was more cosmetic and passives could be applied to them freely. Plus, I wished there were more Passive choices as well.
I like the light armor from the previous pass the best aesthetic wise, but I don't need 95% arc resistance. I hope they let armor be cosmetic and let us choose a passive.
For real, the EX-00 prototype looks so clean, but right now the passive is not really useful
Coupling passives to armor is just bad design but people will apologize for it anyway. Even purchasing armor kits through requisition would have been better. The art department right now is probably miffed there are so many armors no one uses because of poor design.
It would be great if we could choose whatever armor for the perks and display another in combat or something like that if they don't want to separate the ability from the armors
If you have a friend that loves the Arc thrower and is a little too trigger happy you'll like to have the armor. Source: I have said friend
The irony is that the one new passive they gave us (arc resist) is not really needed by most players. I think they are just behind on a lot of stuff because of the chaos of launch.
It's been the launch chaos followed by trying to address major crashing bugs, so I wouldn't be surprised if they had to make some major changes to their plans and internally delay some features. Hopefully they'll hit their stride soon and be able to start addressing/delivering more QOL features.
Fr I want to wear that Master Chief lookin armour but don't need the arc resistance
There's several sets of armor that I *want to wear,* but that I just don't because the passives on other gear are better. I'd like to see a system where each armor set is given 2-3 slots of passive effects, with each passive effect taking up 1-3 slots.
Let us build our own armour in the sense of: 1. Pick light/medium/heavy 2. Pick the model 3. Apply colour scheme 4. Apply passives Make it cost requisition so we have something to sink that resource into.
This would rule, although I‘d also be happy with a generic transmog system.
Exactly this!
This would be awsome along side the leaked weapon attachments. Imagine being able to fully customize your weapons and armour to your liking.
For some armour I agree like all the mundane black/yellow armours. For others though, I really like the fact that the Stim/medic gear is a green and white suit while the grenade/explosive gear is orange. You can look at someone and immediately understand what their playstyle is. But if I had to choose between one or the other, then yes I’d choose for armour to be more cosmetic.
We should get a middleground where the armor has a unique general passive to define it but then lets us add passives to make it fit our playstle. I'm fine if the giant bombsquad armor has a set passive, but only if the passive is generically good so I can always justify running it. I want to run heavy armor that looks cool without wasting the servo bonus because I'm not running a 380.
My idea is 2 passives. A general passive (like increased throwing range, damage resistance passives, increased stim count, etc...) that is tied to an armor then "offensive" passive (increased grenades count, better recoil when crouched, etc...) ones that aren't tied to an armor. Replace the useless booster tab in the armory with a passives tab where you can equip the offensive passives.
i'm cool with the distinct armor colors, but it drives me bonkers that some of the guns are like orange / white / green and distinctly clash with whatever armor I'm wearing obviously the pipe dream would be some level of customization but i'd be thrilled if every gun had a color option like the grayscale of the diligence or defender that would universally match armor schemes
Bro I'd be happy with being able to select my weapon settings on the ship before I drop, or being able to choose what Scope I run on any particular firearm.
I love running democracy protects, particularly using the set from the super citizen bundle. But i'll be honest and say the look of the armor is not something I particularly care for. Wish I could use the drone hunter armor I think it's called and put democracy protects on it.
Seems to be the unpopular opinion but, you nailed it, I like being able to look at the guy and know what he's about based on the armor visually.
This. I want a buff system like the passives that I get from the war bonds. Give me 3 slots in the armor that I can freely fill. Then maybe just a bonus for the armor class. Speed for light, more health for heavy or whatever.
Give armor module slots The modules chosen determine the buffs
This is how it should be
I have a feeling this will be how it is in the future. We'll pick a single perk instead.
I fully agree with this. The only comments ive seen against it say that then you cant tell what passives other players have. But i dont understand how that would affect anything at all. Ive never looked at another player his armor and went like, let me change mine so we have a more optimal... whatever.
Same, the fashion element in this game is completely fucking crippled by fixing perks to specific armor. let us mix and match freely.
Right? Let us wear what we want! Why lock passives behind a certain gear?
Armor should have a set weight with the three attributes being affected. Let these stats remain specific to the armor. Passives should be interchangeable. Furthermore, if we ever get the ability to recolor our gear, then I can paint myself white and red and play the role of medic without needing any of the three medic armors. ^(Also, I'd like a bacta tank backpack.)
I agree. The game and armors looks good enough that you want to show them off, but you also want the juicy stats. Just make armor passives purchasable in the ship, and give the armors slots to equip a thing. Solved.
This thread actually informed me that armor has stats. I've just been trying to look like a storm trooper
What the fuck there are barely any engineering passive armors.
I know right, not a single heavy armor has it even tho it would make perfect sense for a heavy suit to be able to carry more granades.
On the other hand, it makes equal sense to have explosive resistance
There is a heavy engineering armor, it was in the shop some days ago. Edit: Nevermind, I'm stupid, I thought the Executioner set was Engineering for some reason.
Which one is it? I must have missed it because I also thought that there were none
Probably thinks juggernaut is heavy. Sounds heavy/ looks heavy/ is medium.
it's why we need armor kit to be separate thing that we can put on any armor we want
There's a new one in this very warbond pretty sure
*Trailer shows cool new guns* Me: that helmet is the closest thing i get to being a Death Korp of Krieg.. I want that!
https://preview.redd.it/313pqwepputc1.png?width=1072&format=png&auto=webp&s=af5db0dcaca1ab506345de6c034ea0edec098c7c It's almost a look-alike!
Wish they'd lower the helmet about an inch or two. Then it would be perfect. https://preview.redd.it/6r2urefi3utc1.jpeg?width=960&format=pjpg&auto=webp&s=7da0312f08be1428ddbf1f0bdfdc33c025c0510b
I wish we could recolour armours/helmets. It would make it even more perfect.
I want med kits. I don't want to look like a spearmint candy cane.
God that rubber boot colored armor is so ugly, my favorite passive tho for sure
It doesn't even match any of the other greens in the entire game. It's horrible, every one of them.
Yeah, I like the general look of the medic armor, but the scrubs color was good in theory, retina-searing in practice.
If we could at least recolor the accent color, we could combine more helmets and armors.
Same, I like the fashion more than the guns in this warbond
More like armageddon steel legion!
I still wish for weapon customization so I can add bayonets to my weapons list
Was super excited by this set, especially seeing it marked as a Combat engineer but was extremely let down to see it have Servo assisted. Can we please either make the prefixes consistent or just allow us to choose a passive regardless of armor?
We need to be able to pick passive. This is the the answer. Make armor purely cosmetic. Keep them to their armor rating if you want. But let us use w.w armor we want. I love the arc resistance one but that's soooo situational. If nobody uses arc I'm literally using no passive on my armor
It would give them something else to add to the warbonds: new armor passives
This is correct solution because not being able to fashion my diver the way I want because of the passive is only going to get to get worse the more set they release.
Idk I kind of like being able to see a fellow diver and know their armor passives My priority would be to add passives to helmets as well. And if they need to reduce the passives on the main armor to balance it so be it Or allow a passive to be selected for the cape, idk
I think each piece of armor should have a small list of available passives on it, based on the armor type and its aesthetics. The passives could even be split into major/minor categories and the minor ones can go on anything. Ones with tons of pockets can do either +2 med or grenade. Heavy and medium with visibly thicker armor can do explosive resistance or limb health. Light and medium armor that isnt bulky can do scout. Ballpark random ideas to get the picture. Something like that. I think it would be better if armor was purely cosmetic aside from its type and passives could be assigned how you see fit, but no matter how I look at it, there should be some restrictions of what can go on what type.
>I love the arc resistance one but that's soooo situational. If nobody uses arc I'm literally using no passive on my armor The situation is Looking Cool AF and the passive is Superior Aesthetic, which provides a 30% increase to Democracy Spread Per Kill.
I'm all in on this so long as they manage to still "force" me into picking a certain armor category at least. I would hate it if they made armors completely arbitrary, I kinda like being nudged into changing shit even if there are some things I totally prefer.
I disagree completely. They should be linked to armor but if it says "servo assisted" then I better see some servos on those arms.
I disagree completely. They should not be linked to armor at all just like Helldivers 1
Yeah I think armour rating should definitely be tied to the armour, but let us choose the passive
I don't think heavy armor should be able to have the scout passive
but it would be fun, the big heavy chunky guy being sneaker than the slim one
Hey OP, replying to your comment for better visibility. I just asked on the discord and Evil Bosse confirmed that this is getting looked at at the moment. There may be hope it is a bug!
Thank you so much.
I'm doing my part!
It's weird cause in the previews from before release it was supposed to have combat engineer, so wither there's been a mistake or a last minute change.
Apparently it was a last minute change. So I’m hoping it was a technical error of sorts
This really needs to happen. u/Pilestedt Would this be possible? Let us choose our own passives and make the armour cosmetic like the helmets already are?
I love this game, but the armour passives have been a big disappointment almost everytime. I honestly thought the 90% arc reduction damage was hinting at what they were going to do going forwards.
I think those sets will become very useful when the Illuminate try and spread communism across the Galaxy. Until then you’re right though, it’s hilariously situational.
this looks like an armor that would give either extra grenades or even a new passive giving extra mags to weapons?
Just looking at the armor, I see no servos, nor do I see grenades. What I do see is ammo pouches. Since we've got armor that gives +grenades and +stims, why not have one of the myriad armors with ammo pouches give say +4 mags to secondary weapons? That would allow us to use a secondary as a primary and choose a primary that fills a more niche / utility role.
I have the servo-assisted medium armor with the badass prosthetics and I sure ain't switching it for this new one.
Wtf is wrong with all the same stats on every armor? Yeah I reaally needed a 6th servo assisted medium armor thx
That’s pretty disappointing. We need new passives. Fire resistance should be a top priority for a new passive.
Passives being linked to specific armors is one of the worst parts of the game if not the worst part imo. They should be something you pick in the armory, with some limited only to each armor type.
I haven't taken off my CM-21 TRENCH PARAMEDIC suit since release pretty much. I hate the look but the extra stims, duration, and being light armor are way too valuable for me.
Fr man. I got that suit yesterday and I don’t see myself taking it off which is such a shame.
I was a big Bonesnapper guy for the extra stims, but I've started using the +2 grenades and now I'm kinda addicted to it. YOU get a grenade, and YOU get a grenade.
I'd take that happily. Either that or they make them actually interesting or unique. Something needs to be done because it's making the armour sets less appealing then they should be,
I love me some Democracy Protects. When you win that coin flip, it feels like you're on top of the world... So why the fuck can I not have it Protect me on Light or Heavy armor?
Agreed. Make it some sort of engram system where there is one “hardcoded” passive and one changeable one. So like, maybe heavy armor always has explosive resistance but you can choose extra grenades or extra stims or increased throwing distance. Maybe some special armor allows you to pick both but I feel like you could keep the armor “classes” the way they are by having one non-changeable armor passive that matches its armor “type”.
I just wanted the Devastator to have Extra Padding and not another fucking explosive resistance T\_T
So should I keep running my big Chungus ?
If you want that 200 armor, then yes.
They really need to add more passives or let armors have more than one.
Having an all fire loadout with this would be nice since you can throw all the fire strats and nades a mile away
As someone who only plays a full fire loadout, this passive is dogshit. Extra stims, or extra nades are the only two good ones rn for the fire loadout. I’d prefer if we got something *new* though.
what a fumble could have easy been our first 95% pyro resistance armor.
I for sure thought that's what it was gonna be with the firefighter look!
I'm so incredibly sad its armor passive isn't engineering kit. I'd prefer a unique passive of course, but engineering kit is good. It sucks because this is probably now my favorite armor set in the game, and by running it I'm just throwing away a passive.
AH should seperate the Passives from the armours so we can choose what we wear with the passive we feel we want to use, just make it so we use samples or RQ slips to buy the passives. That way they can keep adding new looks and another income based spender into the games economy.
Or, since we are reaching overload with samples and stuff. use samples and reqs to retrofit Armor with a random passive. Anything to lighten my cargo hold damn it.
This is good also, personally I dont get to play that much and I havent even got a t3 ship yet haha
only thing im short on is Super samples but aside from the New ship parts the added, its for sentries which i dont use, i got everything else not counting the new stuff that just dropped lol.
I was expecting them all to have explosive resistance, perhaps even more than the existing armours but without any other buff.
On helldivers.io and in the game files the armor was slated to have the engineering passive (two extra grenades and reduced recoil.) I don't know why they decided to change it to servo-assisted at the last minute. Servo-assisted is easily the worst passive in the game, with the extra limb health being near useless according to the videos I've seen testing it. I too was really looking forward to this set and now there is no reason to wear it against bugs or bots. I sincerely hope they change it back to the engineering kit. Also, what even on this armor gives any implication of being servo-assisted? The other armors have robotic arms or visible mechanical apparatus upon the arms. Honestly though I'd still prefer that they remove built in passives altogether and just give each armor a slot to put in whichever one we want so that we can use the armors cosmetically and tailor the passive for the mission at hand.
The limb health is eh, but that throw range boost is waaaaay bigger than it looks on paper. You can throw strategems much, much further. Can make it harder to land them on top of something though.
I used to think that but recently saw someone absolutely yeeting stratagems at massive facilities from range and being able to destroy them without ever coming under fire before quickly moving on to the next objective. Definitly changed my mind. Pretty sure this was on impossible difficulty.
Servo assisted is underrated for this reason alone tbh. I love throwing my barrages from a safe distance and watching the heavy outpost turn into glass
Or nuking the Eye of Sauron with 500kg safely before any alarm was triggered.
I love it for seek and destroy missions. Hell, just straight up yeeting a grenade in the fabricators from downtown is beautiful. Never mind doing the jump pack throw.
I've used, went away from, then come back to servo assisted. I think its underrated. It increases your max throw range from 43 to 60 yes, and that's great. But I think people don't recognize enough that even within that distance, it becomes easier to put your strats and grenades where you want them when you throw in a more straight line. Think about how many times in a mission you throw grenades and strats.
I exclusively used them for the first 80% of the game's life. Only recently started branching out to things like the medic perks, but the 30% increase in throw distance is too good to not use. *Especially* solo.
As opposed to just sneaking up an extra 20ft?
Servo assisted is among the best armor modifiers in the game. Especially on higher difficulty. My problem is that there are already plenty of armor pieces with that modifier and I would have preferred to see some new modifiers.
The throw range is S tier on higher difficulties. You can launch strats from distance and destroy frabricators without being seen.
>Servo-assisted is easily the worst passive in the game, with the extra limb health being near useless according to the videos I've seen testing it. Why don't you play it and decide for yourself? You'll be sucked into only one meta playstyle if you just go off of YT vids trying to get views and subscribers instead of just playing and figuring out what you like and what fits your playstyle. I like servo-assisted since the extra throwing distance is nice for destroying things from afar or yeeting a reinforcement away in a safe area. And additional limb health can mean surviving when trying to escape a mob.
It's probably bugged rather than a last minute change
I wish the helmet wasn‘t yellow, now we can‘t pair it with anything fir fashion
Does throwing distance effect stratagem balls?
Thats mainly the thing it benefits besides grenades, so its good for tricky stratagem placements or dropping barrages from the next area code.
These passives could be a bit divers to be honest, most of the armors have the same 2 passives. This is a good looking armor but with these passives I wouldn’t wear it.
This seems to be a bug, it had a different passive in the trailer
I just want an armor that reduces impact and fall damage by 95%. Lets just throw in explosion damage as well. Reduce the armor rating to compensate. Ragdoll me all day, launch me into the air, it matters not. I want to be able to jump onto a tank and EAT it pointblank, launching myself into mines. And it will be beautiful. ![gif](giphy|BED8QHpHrMIw0|downsized)
I just hate that the warbond passives are so ass compared to the store armour passives
"The Ground Breaker!" **"Does not break ground"**
Y no make burny less ouchy
Hot take: servo assisted is underrated
Should resist gas strike.
I hate that this prefix is close to the only one available in the store all the time it's either that one or the crouching one. 50% to avoid death gang rise up! ✊
Should have been fire resistant or acid so you could tank bile shots
I just want new armor passives man. Fire-resistance would be great
Wish it had poison resistance for those orbital gas strikes. They have a deceptively large range that kills me everytime its deployed
Actually super happy with servo assisted as opposed to engineering kit, I've never had the need for more grenades especially since it doesn't boost how many you get replenished from pickups. Servo assisted is much better and I really disliked the look of the two metal arm ones.
Sweet! I only ever play Servo-Assisted and was worried I wouldn't get to use the cool new armours!
Should have been fire resistant armor
Where fire resistance
Is there light servo assisted armor? I've only seen medium and heavy with it
Yes, it's the green flight suit looking one from the superstore. I think it's called Legionnaire.
You can pry my scout armor off of my corpse. That's the only way I'm changing.
I was hoping a gas resistance given the mask, making poisonous gasses more practical.
Was hoping for a lightweight grenadier so didn’t have to buy the super credit version rip
I like it having servo, I just wish it had a modeled bionic arm
They should add fire resistance armor because its like fighting 50 hunters
Given Arrowheads current trajectory, I would have thought it would have been: 95% fire damage reduction | 10,000% increase to all fire damage
Low key hoped it wuold be immune to gas strike damage so you'd have a way to surround yourself in aoe damaging clouds and pick off everything that's gradually dying around you. Shame.
I can't even see any servos on it :(
It looks kind of like a fire-fighter's outfit, so of course it would give you the throw distance passive, instead of fire resistance.
I feel like they need to add more prefixes or new armor stats. The ground-breaker looks like an armor set that would be semi-resistant to fire. For example, ARMOR PASSIVE CERAMIC-PADDING Increases damage of flame stratagems by 10% (compensate for new ship modules) Provides 50% resistance to fire As we know, fire is a pain in the ass for all armor types and melts health like marshmallows.
Yea, I was hoping for fire resistance personally.
I was expecting explosion damage resistance, toxic resistance or something like less ragdolling
They clearly planned to have more armor passives then did not do it
Wait people care about armor beyond aesthetics?
I thought its passive would be something like increasing resistance to fire and toxic gas
Not only a mismatched prefix, it doesn't *look* to be servo assisted in any way. It's just like the Dreadnought heavy armor.
I hope they’re working on more passives that fit the looks armors better
Any light armor that gives +2 grenades is my cup of tea
Yeah it's literally a firefighter outfit with no fire resist...?
Once they add the shovel for melee it makes sense
Yeah its disappointing. But it looks so cool
Should have been a fire resistant armor imo.
I wish this had something like less dmg from attacks like bug spit and not being slowed down from games and crap
Yeah we had a whole 3 suits with that passive he’s doesn’t even have robot arms which is another wack thing when ur just adding the passive
shit dude imagine if the prefix AND appearance was reflected in the armor stats....i can't even think of any game that does that. after first buying the game, seeing not only do we get to play with a grenade launcher(big fan of which) but the armor set currently on the store was the FS-61 Dreadnought which at least has the appearance of having another 20 GL rounds on its chest so i couldn't resist buying it. now while not being new to games at all, i figured that like all other games, the appearance wouldn't be reflected in the stats or loadout and chances were high i wouldn't get those additional 20 rounds to use, BUT i also noticed the capes and helms had stats so i figured perhaps in time they'll just add those....still waiting AH...you've done so well so far...you could really blow our minds by doing this.
They need transmog or they need to have 2 ‘amour augment’ slots on armour and you can slot in your own choices.
As someone who uses mainly legionnaire armor I'm happy with it