List of weapons/things that need a touch up.
If there is a question mark next to the name that means I'm either not super familiar with the weapon or suggesting a buff is just a dubious proposition. This is partly just going off vibes but if I know an improvement I'll list it. Hopefully this will fix my sins of suggesting against a jar buff as I've completely switch my stance due to one particularly intelligent helldiver.
ASSAULT RIFLES
One two: ergo
Tenderizer? Just never see it used
Reprimand?
Pacifier? This seems to have a niche
Variable? Haven't used it but I always hear it needs more ergo
MA5C assault rifle? Never see it but the stats look ok
StA-52 assault rifle? Is there a reason to use this?
DMRS
Deadeye?
Diligence counter sniper? Probably just an ergo buff
R-2 amendment?
Plas-39 accelerator rifle? Single shot mode?
SMGs
Pummeler? This one really seems fine but maybe have it come with the drum mag at base.
SHOTGUNS
Slugger?
SG-8 punisher: got powercrept like hell, it's kinda fine though because it's the first shotgun unlocked. I think a good change would be to make it come with the full choke off the rip.
Breaker S&P: my personal favorite breaker, but it should have larger drum mags. Maybe 40 shots per mag. Increasing mag size across the board would also get rid of the ridiculous amount of short mags you can carry, something like 24 with the right armor.
Breaker incendiary? Why does the S&P come with the duckbill but the incendiary needs to be level 23 to unlock it? Perhaps immediately unlocking the duckbill might make this more useful as that plays into its niche. That being spreading fire across a large area.
SG-20 HALT?
M90A SHOTGUN? Never used it but I also don't see a reason to when the sweeper exists.
META
R-36 ERUPTOR: need full auto
CB-9 EXPLODING CROSSBOW: 30 round clipazines
ENERGY
Blitzer: needs to stop getting stuck on foliage and dead bodies. ?maybe needs to target heads more often
LAS-16 SICKLE: needs the same heat sink upgrades as the scythe. Wouldn't powercreep scythe because scythe is a long range flamethrower.
Scorcher: ammo economy is shit. I think an extra 5 to 10 rounds per mag would make this less reliant on the supply backpack.
JAR-5 DOMINATOR: LOWER THE DAMN SPREAD PLEASE ITS LIKE 20× THAN MIST WEAPONS. Bring it back to 300 damage. Maybe buff ergo a bit. Keep projectile speed the same. Keep penetration the same. Alternatively, ballistic damage 200 and 100 explosive damage. Although I'm very skeptical about the implications of giving it explosive damage.
SECONDARIES
Peacemaker
Veto? I like it but it could use a faster reload.
Verdict? Not sure how you would make this more useful without making the peacemaker even more irrelevant.
Bushwhacker?
Stim pistol?
M6C/SOCOM PISTOL?
P-35 RE-EDUCATOR?
THROWABLES
URCHIN?
Throwing knife? I didn't see a stat on the wiki but from what I hear it has pretty horrible spread.
MELEES
Stun lance: more damage
Machete: a bit faster attack speed
Stun baton: a bit more range
STRATEGEMS
Shield generator relay: should go back to regenerating once the shield goes down.
Grenadier battlement?
Arc thrower: shouldn't get caught on dead bodies and foliage
Patriot exosuit? I think something should be done to its rocket pods because as of right now that is the worst mech arm in the game
Sterilizer? The clouds should linger. It's dedicated CC so it's CC abilities should be buffed considerably.
Directional shield?
One true flag? Could use some more damage similar to the stun lance.
Defoliation tool:https://www.reddit.com/r/Helldivers/s/Tt1BzOpXzH
Breaching hammer: just needs more ammo, at least 12 but more like 14 to 16.
BFGL? maybe could use more ammo
Anti personnel mines? Is there a reason to bring these over gas mines?
Meltagun? the flinch on this thing is pretty ridiculous. Often throwing you completely off target. Obviously the melta is very strong but the fact that you get flinched so hard if you're hit kinda ruins it for me personally.
BOOSTERS
Stamina enhancement:
Vitality enhancement:
Hellpod space optimization: all 3 should be ship upgrades. This would greatly help with the booster meta and would allow for more interesting choices, rather than everyone just running the meta all the time.
SIDE OBJECTIVES
ANTI AIR side objective: it's range is pitiful. I've also seen it miss bot dropships. It does absolutely nothing against the illuminate also. As it stands this side objective Is pretty useless, whereas side objectives should turn the tide of battle and be invaluable.
Seaf artillery? I'd like to see better ammo spawns. I very rarely get 5 useful shells. The explosive shell barely being useful in itself. Quite often though I get like 2 or 3 smokes. Very rarely seeing a mini nuke. Again, it very rarely turns the tide of battle.
Stalker lair: needs a much bigger detection radius so it starts spawning them sooner. They're kinda a non threat most missions which makes me sad, because I remember when I had a burning hatred for these guys.
GUNSHIP FACTORY: same deal, with a decent team these often go down before they even get the chance to spawn a gunship. They should spawn gunships as soon as the mission starts, albeit at a slower rate, and when helldivers get close they begin to spawn gunships at their faster rate.